dc.contributor.author | GAVRILITA, Anastasia | |
dc.contributor.author | GOGOI, Elena | |
dc.date.accessioned | 2020-06-04T07:03:57Z | |
dc.date.available | 2020-06-04T07:03:57Z | |
dc.date.issued | 2020 | |
dc.identifier.citation | GAVRILITA, Anastasia, GOGOI, Elena. Where did the initiative go? In: Conferinţa tehnico-ştiinţifică a studenţilor, masteranzilor şi doctoranzilor = The Technical Scientific Conference of Undergraduate, Master and PhD Students, Chişinău, 1-3 Aprilie, 2020. Chişinău, 2020, vol. 1, pp. 360-363. ISBN 978-9975-45-632-6. | en_US |
dc.identifier.isbn | 978-9975-45-632-6 | |
dc.identifier.uri | http://repository.utm.md/handle/5014/8671 | |
dc.description.abstract | Initiative represents the ability to judge what needs to be done and take action, especially without suggestion from other people. There are two main types of initiative: good and bad initiative. The last one implies taking action in a selfish way, like shooting random people in a crowd because their society shares different religious or political views than yours. However, the following article explores the "good" initiative, which makes the world a better place to live in. The impact on the surrounding world tends to fade away as the society "develops" throughout the years. The article will mention a few "black holes" which absorb the effects of the initiative people (especially young adults) take. One of them is "the virtual world". People put more effort into making the world of games and social media interaction grow successful, while neglecting the real world. | en_US |
dc.language.iso | en | en_US |
dc.publisher | Tehnica UTM | en_US |
dc.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/us/ | * |
dc.subject | initiative | en_US |
dc.subject | boredom | en_US |
dc.subject | virtual reality | en_US |
dc.subject | gadgets | en_US |
dc.subject | IQ | en_US |
dc.title | Where did the initiative go? | en_US |
dc.type | Article | en_US |
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