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Hello and welcome back all my dragon ball theorist there have been many comments on

maybe Broly could be the Saiyan Beerus dreamed about.

How could that be the case though?

He isn't a Super Saiyan God and Beerus already found the only Saiyan God in existence at

that time.

When Shenron was summoned he couldn't bring them a Super Saiyan God cause none exist and

had to inform them of the ritual in order to create a Super Saiyan God for Beerus to

fight right there.

The rest is history and Goku was chosen to ascend and attain God Ki in order to please

Beerus and see if the prophetic dream he had was right.

That he would do battle with a formidable enemy and that enemy was a Super Saiyan God.

Or was it....?

Well there are a lot of issues with Beerus dream and it's details or that if it even

was a Saiyan God.

After Beerus first awakened he went to a planet to get food that

he never had before and felt it would help him remember the guy he saw in his dream.

Whis curiously asked what dream?

His prophetic dream of course.

However Whis was quick to remind him that his prophetic dreams aren't very accurate

are they?

Then Beerus attacked by the natives there decided that he didn't want the food and blew

up the planet.

Then in that moment was reminded yet again of his prophetic dream and this unknown warrior

that caused him to rise out of his 39 year slumber.

The reason he woke up though and had this dream is because the Oracle fish planted this

seed before Beerus went to sleep.

He once predicted that in 39 years a formidable enemy of Beerus would appear.

So 39 years have past and now Beerus had a dream and is now looking for this enemy that

would challenge him.

Except what is his name...Beerus thinks it's a Super Saiyan God but then says in his own

words maybe or maybe not...

Remember Whis said his dreams aren't that accurate.

So when going back to the castle and seeking the one who first told the prophecy, the Oracle

fish actually forgot.

He actually doesn't know for certain his name but when threatened does scream out Super

Saiyan God and then Beerus quest for this Saiyan begins but as we know he is looking

in all the wrong places.

In a way part of the prophecy did come true because Beerus ended up putting in motion

everything because he wanted to fight a Super Saiyan God and wouldn't settle for

anything less.

So that's exactly what happened except while you could debate if Goku was actually formidable

or not for Beerus is one thing.

However the prophetic dream is that he would do battle with a formidable

enemy.

One thing Goku is not is an enemy of Beerus.

Then in Beerus flash back he states the ultimate warrior that no one

has seen yet.

However everything Goku has done is well documented and why they saught him out by going to King

Kai's planet.

So Goku is not the ultimate warrior no one has seen or the enemy that will rise up to

challenge Beerus.

He isn't either of these things.

So Beerus did have this dream influenced by a prophecy then being stubborn with his prophetic

dream forced an outcome he would be satisfied with for now but Goku wasn't the one.

The one in his dream wasn't a God.

He is a warrior that somehow no one has seen.

An unknown saiyan with black hair that is the ultimate warrior and a

formidable opponent.

Things in Dragon Ball get retconned all the time and Broly could be this saiyan that Beerus

dreamed about and what the Oracle fish prophicized.

No one has seen Broly and the Saiyans aren't actually fond of Beerus being that he wanted

to destroy them and asked Frieza to do it.

Perhaps Paragus had the foresight of things to come and escaped long ago and

has been plotting one day to seek revenge on Frieza and Beerus.

That one day Broly would be strong enough to challenge Beerus and kill him for what

he has done.

Broly and Paragus most certainly could of been planning for many years to get their

revenge.

They are an enemy of Beerus and now could be the time where Broly is that

formidable warrior.

Which is why now we are just learning of Broly this unknown saiyan.

The saiyan that Beerus dream was about.

Now I want to know what you think is Broly the unknown warrior that Beerus had a prophetic

dream about?

Could Paragus and Broly been planning for many years to seek

revenge on Beerus and now is that time?

I always love to hear your theories in the comments below and if you enjoyed this video

don't forget to hit that like button and please subscribe and turn on that notification

bell to keep those theories coming!!

For more infomation >> Who Really Was The Saiyan in Beerus Prophetic Dream - Duration: 4:34.

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What I didn't learn in Ontario's sex-ed curriculum - Duration: 4:57.

The idea that we're keeping children safe by witholding information from them is just completely insane.

It's like trying to keep somebody from being hit by a truck by refusing to tell them what traffic is.

So, the first time that I was introduced to sex ed was in fifth grade, with my teacher

gathering us all on the carpet with a pop-up book.

It was the pelvis and then it had arrows pointing to – these are the fallopian tubes,

or these are the ovaries.

I mean, obviously, I don't know what the diagram of the male pelvis looked like

because they separated females from males for those classes.

My grade 9 high school teacher made the girls in my class

swear that we would never have unprotected sex unless

we were in a committed relationship, had enough money to raise a child.

It was kind of like the horrors of sex. Very old videos with sort of,

horror-movie, jump-scare close-ups of diseased genitalia,

as sort of 'This is what will happen to you if you have sex.'

I remember in middle school there was a theatre group that came in and

they had a little jingle to Mamma Mia, but it was like 'Gay, straight, lesbian, bisexual' –

that was the only exposure to the idea of there being queerness.

No particular mention of homosexuality that I recall, or

nothing in detail for sure.

There was nothing about consent or the dynamics of a healthy relationship,

or any sort of consent-based education at all. That was

not at all a part of the education I got.

When we were having all of these classes, the assumption was that of course you were straight. Of course you were

going to one day marry an opposite-sex partner and start a family.

So if you were under the impression that maybe some part of your

sexuality or your gender identity didn't fit into that box, there was

really no particular support for you. There was nothing to normalize

those feelings.

You know, I think probably a lot of people from my generation learned things

about sex by watching 'American Pie' movies.

I was also a Tumblr kid, so there's lots of sex ed on Tumblr, and that's

how I learned about it.

Pick a TV show you like. Pick two characters that you think would make a good

couple, and Google it.

You can get Harry Potter erotic fan-fiction. You can get Twilight. You can get

the Marvel cinematic universe.

And then pornography.

We keep on getting told over and over again 'Don't watch porn to learn about sex,' but

some kids aren't being given any other option. Because it's easier to get

on a computer with incognito mode than it is to get decent sexual education.

There are useful things you can learn about sex from pornography. If you've

never given a blowjob before, and you see

that in a film, and you're like, 'Okay, that's what it looks like. That's how it's done.'

That's handy. I don't think it should be the entirety of telling you about what sex is,

though. It's not teaching you to respect women. It's not teaching you how to

approach a sexual encounter in a consensual way at all.

It's not a teaching tool – it's entertainment. You're not going to learn

how to shoot a gun by watching 'John Wick' movies, so.

I think sex education has a real ability to step in and,

sort of, tell people that it's okay to be who they are,

and to give them the information that they need

to be able to lead healthy and happy lives.

People worry – 'Oh, if you give them all the information right off the bat then yeah they're just going to go

and do it.' And it's like, okay, well maybe some of them might. But

at least they'll be safe, because they know to wear condoms. They know about dental dams. And if they're

going to screw at 16, then, I mean, how are you going to stop them?

All you can do is make sure they're safe and they're healthy and it's consensual.

I think by giving education around the different ways that people can

be, it really is affirming to people being able to see themselves

represented. It was only straight sex and how to not get pregnant and how to

not have – how to protect yourself around STIs.

It would have been really great to have that information. Maybe I would have

come out earlier, but no, there wasn't anything else.

Kids need it.

For more infomation >> What I didn't learn in Ontario's sex-ed curriculum - Duration: 4:57.

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What is 3D? - Duration: 1:53.

3d stereoscopic films are produced by creating two views of the same scene

With two separate cameras slightly offset to simulate the distance between the audience's eyes

By projecting these images simultaneously through a special system to an audience wearing filtered glasses

These two views are sent to the appropriate left and right eyes

Where the brain fuses the images together?

Giving the viewer a strong illusion of depth into and out of the screen

Stereoscopic advertising gives you the opportunity to have your product or service jump out of the screen into the faces of the audience

This new experience is drawing audiences to see a fast growing number of Hollywood films made in stereoscopic 3d

At bug we have the experience the technical know-how and creative talent to produce effective

stereoscopic 3d content for your next campaign

Secure the oil slowly East African egolessness ice Popp, I hear are dismissed agnostic pusher

For more infomation >> What is 3D? - Duration: 1:53.

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Antonio Damasio, What is the strange order of things? - Duration: 5:25.

"The strange order of things" is the title of my new book. The book is

really about the following idea: when we think about cultures and when people ask

the question: how is it that we have cultures, what made cultures be, how do

they come about, the typical answer to this question is to refer to our great

intelligence, to our ability to use language, to our social abilities and so

forth. Of course in order to invent cultures, in order to invent arts and

sciences, moral systems, governance, technology, you name it, it is obvious that

we need to be intelligent and it is all the office that we need to be creative.

But something that is missing in that very straightforward response is the

idea of affect, the idea of feelings, the idea of the emotions and feelings that

drive you to do things. So my take is that in fact what has motivated cultural

invention, cultural developments, is affect, is the process of feeling,

specifically feelings of pain or suffering or feelings of pleasure or

sometimes even just the possibility of pleasure.

Those were the driving forces to create new instruments and new practices that

we describe as cultural. It also happens that feelings and affect in

general are the key monitors of the process of culture. So once there is an

invention that is cultural, that invention is going to stick or not, is

going to remain or not, depending on whether or not it works, and whether or

not it works depends on how we feel about it: is it something that is really

producing positive feelings or something that produces negative feelings. That

is a component. In other words, the negotiation that we do in order to

maintain or discard a cultural invention is not made exclusively on the basis of

knowledge and intellect, it is not on the basis of reasoning alone. In other words

it is not about reason only. It is also about effect, it is also about emotion and

feeling; this is a very important idea. Now, you may ask: why is it strange, why do

I have this "strange order", what does it refer to? Well, it refers to the fact that

when you look at the origins of feeling which I find so important, well I would

say that in order to have feelings we need to have living organisms with

nervous systems, and that's a relatively recent development in the history of

evolution, but then you realize that long before there were nervous systems and

long before there were feelings as such lots of living creatures (in fact very

simple creatures) already had something that could be called pre-cultural or

could be called a foreshadowing of what culture became, and it turns out that

those creatures do not have nervous systems, those creatures have a body, have

life, have homeostatic regulation, but they do not have nervous systems. So the

title "The strange order of things" refers to this very peculiar situation: we have

creatures without nervous systems in which we would not expect to have

enormous abilities in terms of their social life already behaving socially

with strategies of cooperation or conflict for example,

strategies of grouping or separation that would seem to be the

result of a mind which seemed to come from creature with a nervous system, with

an intelligence, and with consciousness that were highly developed, when in fact

what you do have is no mind, no consciousness, no nervous system although

you have intelligence. That is a very critical point. That is the reason why

I talk about the strange order of things and that is something that I discuss in

this new book whose subtitle is "Life feeling and the making of cultures".

For more infomation >> Antonio Damasio, What is the strange order of things? - Duration: 5:25.

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What is Game Based Learning? - Duration: 11:21.

From learning new languages to Virtual Reality simulations...stay tuned to number 1 to find

out the impact of video games in learning!

Number 10: Game-Based Learning In Fiction As far as game-based learning goes, Ender's

Game, the 1985 military science fiction novel by American author Orson Scott Card is perhaps

one of the earliest examples of game based learning in fiction.

Without giving too much of the plot away, Ender is accepted in to the Battle School,

a military training school situated in Earth's orbit, where cadets participate in competitive

war simulations in zero gravity.

After perfecting various battle situations, Ender is finally told he is about to undergo

his final test, but there is a shocking surprise at the end of it.

Was it a game or was it reality?

Although this is clearly a fictional story, it does bring to question the use of games

for learning.

What better way to experience and plan for a dangerous situation than to practice in

a "made-up" setting.

If you haven't experienced the Ender's story, you can do so by reading the original novels,

the recent movie adaption, or audio play.

Although there had been some discussion about an associated game, nothing came out of it

in the end.

Number 9: Simulations.

The technological advancements of the 20th century led to many incredible developments,

of which simulations are just one.

These are imitations of a real-world process or system, and could be considered as an early

form of game-based learning in some circumstances.

The first simulation game is believed to have been a game created by Thomas T. Goldsmith

Jr. and Estle Ray Mann, which was a simple game that involved firing a missile at a target...though

this is not something the military used to practice firing missiles.

Nevertheless, military simulations, also known informally as "war games," do exists and are

used to test theories of warfare and to refine techniques without the need for actual hostilities,

however little is known about them.

But this isn't the only educational use for simulations.

Pilots practice and improve flying techniques, doctors' practice and refine techniques to

perform life-saving surgery, and astronauts practice dangerous space missions.

In many ways, using simulations for educational purposes have helped us with some of our greatest

achievements.

Number 8: Virtual Reality.

Before we get started on Virtual Reality, we'd love it if you took a moment in YOUR

reality to subscribe to our channel and like this video!

Don't forget to click that little notification bell, too, so you can always stay up to date

on new happenings with Zero2Hero!

The exact origins of virtual reality, or VR for short, are disputed, partly because of

how difficult it has been to formulate a definition for the concept of an alternative existence,

however VR, as we know it today, really started to develop in the 1990s, which saw the first

widespread commercial releases of consumer headsets.

From 2015 onwards, the world started to go VR mad with many of the big companies like

Google, Apple, Amazon, Microsoft, and many others, investing a lot of time, money and

people-power on VR development.

Although VR has many uses, the use of VR game-based learning has loads of potential, and there

are already some interesting games out there...like Cleanopolis, where the is to fight against

climate change and make sure the city of Cleanopolis get rid of its CO2 cloud, or Titans of Space

Carboard, which takes you on a short-guided tour of our planets and a few stars in virtual

reality.

With the developments in new, more improved VR kits and games designs, you can expect

to see many more VR educational games in the future.

Number 7: Game-Based Learning Skills.

Game-based learning gives people the opportunity to develop and improve a variety of skills.

Scrabble, hangman, crosswords, and other word-based games can help with vocabulary, pronunciation

and spelling.

Sudoku, and other number and math-based games, are excellent education tools for students

wanting to practice math.

Real-life games and video-games can give players the opportunity to improve team-working skills

by allowing them to role-play different roles, work to solve problems as a group, and to

bond with one-another...this last point is one reason why schools, and even some employers,

often use game-based team-building exercises.

Games are such effective ways to learn to new skills that they are used by most, if

not all, professions.

Whether its computer or video games, pen-based or board games, or virtual or real-life role-play

games, games are fundamental for learning.

However, it is important to remember that everyone has different styles of learning,

and what works for one person, might not work for the other.

Number 6: Problem Solving.

Problem solving skills are some of the most important skills in the 21st century education,

and its purpose is to provide people with the skills to overcome problems and difficulties

in their personal and professional lives.

Although there are plenty of problem-solving pen and board games, computers are changing

the way we practice and improve problem-solving skills, and the Internet has made these games

accessible to even more people.

Game developers are creating more and more games tailored to different age groups and

abilities, resulting in a large collection of solo and multi-player problem solving games.

With the introduction of apps, these games are now even more accessible, allowing users

to play at the touch of a button.

Games like The Room 3 and Does not Commute are two just two out of hundreds of app-based

games that can help improve problem-solving skills.

Number 5: Social Games.

In recent years, more and more multi-player games are being created, giving players the

opportunity to play with friends and strangers alike.

Though not all video games are created with educational purposes in mind, many multi-player

ones do provide the opportunity for players to interact with one another, to work in pairs

or groups, and to compete against one-another, resulting in an environment that can help

them develop cooperation skills and supporting skills as they attempt to form alliances and

create teams working cooperatively.

Gamers have the ability to connect with players locally or team up with people from countries

around the world.

Many people playing multiplayer games online, like World of Warcraft, have developed good

friendships with people they met.

Overall, although there are some negative results of online relationships, video games

have created a fun and engaging way of connecting with people and can act as an important teaching

tool in developing social skills.

Number 4: Learning About The Past.

Not all games, whether digital or not, are created for learning purposes, but that doesn't

mean they don't have learning-based features.

One game that encapsulates this is the "Assassin's Creed" series.

Many of its previous games are well known for their richly detailed historical environments,

and a lot of work goes in to creating these scenes.

In their most recent game "Assassin's Creed Origin" they have taken this one step further

by creating a museum-like experience set within the game's rendition of ancient Egypt.

The "Discovery Tour" element of the game was created with the help of Egyptologist who

crafted guided tours of many of the well-known sites in ancient Egypt.

And what better way to delve into history than through the enjoyment of a good game...something

that is more interesting to non-academics and academics alike.

The important point about history focused game-based learning is the vast amount of

research required to ensure the scenes portrayed are as historically accurate as possible...especially

if the game is meant to be realistic to its period.

With the possibility of further history-based games in the future, it opens a whole host

of opportunities for history researchers and graduates.

Number 3: Learning Languages.

When you consider the educational and social features of many games, it is perhaps not

surprising to find that combined they are extremely effective tools in helping people

to learn new languages.

Language learning games have been around for a long time, however, in the past they were

lacking the social interactive elements that we see in games today.

Whereas before you'd have to practice with someone face-to-face or over the telephone,

now you can practice with virtual avatars that speak to you, or you can speak to other

gamers using in-game chats or voice chats.

Some language games have narratives and story-lines, and whether you are playing on your own or

with others, these games provide useful role-play based learning experiences in a safe virtual

world.

In all, these collaborative game-based learning activities provide opportunities for learners

to apply what they've learned, and to get feedback through advice and support, or through

consequences and rewards.

So, next time you want to learn a language, go and check out what sort of language games

you can find, because these will be a useful tool in combination with either classroom-based

or virtual lessons.

Number 2: Nature Connecting Games.

It's an accepted fact that, today, most children in the developed world don't play outside

as much as children did a decade or so ago.

With advances in technology, decrease in prices and increases in accessibility, games have

changes the lives of millions of children and young adults.

As highlighted in this video, there are many benefits to game-based learning...whether

that's offline or online, however, there are also some negative results...especially when

children spend too much time gaming.

One of the effects of spending too much time playing games, whether there educational or

not, is that lack of connection with the outside world, and in particular with the natural

world.

It's hard for nature to compete with games like Fortnite or Call of Duty.

As a result, some people are now trying to find a way to engage children with the natural

world through games.

In England, The Gruffalo Spotters app, developed by the Forestry Commission England, offers

interactive forest trails that track down characters based on the best-selling children's

book The Gruffalo, by Julia Donaldson.

They have also created the ForestXplorer app which allows adults and children to become

tree-detectives, with the goal of being able to identify their ash trees from their alder

trees.

As far as game-based learning go, there is a lot of potential for nature-connecting games

and apps to be developed in the future.

Number 1: Does It work?

Does game-based learning really work?

Well, in short, YES!

Some people will often learn more from a game than from other forms of learning, and it

is a lot more fun to learn through games.

Although many would associate game-based learning with children or young adults, they are truly

beneficial to all ages.

As we've already seen, they can be used to teach new and interesting subjects, help people

learn new languages, or even allow people to delve into historical worlds and learn

about the past whilst enjoying a good game.

Whether you like gaming or not, it is hard to argue against the positive examples of

game-based learning, and although there will always be those it doesn't benefit, and there

are some issues that over-shadowing gaming, overall, we can see clear benefits from this

form of learning.

Moreover, the combination of game-based learning and digital games is a tech trend that fits

into the 21st century, and with over 2.2 billion gamers in the world, it definitely has a long

future ahead of it.

So, what do you think about game-based learning?

Let us know in the comments below and...take care!

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