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Naval Weapons Exam 2
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CHS Argument Vocabulary AB
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💠 📖 100 Bad Arguments
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Reasoning and Arguments
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LR Argument Archetypes
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1. Die laaste renoster * Structure: 3 stanzas with varying line lengths (free verse style). * Rhyme Scheme: Free verse / geen vaste rymskema (no fixed rhyme scheme). * Figurative Language: * Vergelyking (Simile): "Soos Rooikruisvliegtuie sirkel aasvoëls" — Compares vultures circling the dead rhino to Red Cross rescue planes coming to a disaster zone. * Personification: * "Sonbesies hou 'n minuut van stilte" — Cicadas observing a minute of silence like humans honoring the dead. * "sidder Afrika se moedelose sug" — Africa itself shuddering and giving a hopeless sigh. * Metaphor: "nuttelose pantser" — Compares the rhino's thick skin to useless body armor that could not protect it from bullets. * What it is about: A poached rhinoceros lying dead in the veld after its horn has been cut off by poachers using chainsaws and guns. * Message: A powerful warning about the devastating impact of rhino poaching and how human greed is driving wild animals toward extinction, leaving all of nature to mourn. 2. Rekenaarspeletjie * Structure: 4 stanzas with 4 lines each (quatrains / kwatryne). * Rhyme Scheme: AABB (Paarrym / Paired rhyme) throughout the poem (e.g., ja/dra, my/afkry, plek/pret, tik/weer...). * Figurative Language: * Metaphor: "want die skelm op die rekenaarskerm" — Calling the game enemy or obstacle a "skelm" (villain/thief) frames the video game as a real battle against a bad guy. * Personification: The actions described inside the digital game treat the computer elements as active opponents in a personal conflict. * What it is about: A child getting permission to use their grandfather's computer to play an exciting video game, becoming completely absorbed in the action until family members interrupt. * Message: Highlights the immersive excitement and imagination children experience while playing video games, contrasted with everyday family routines. 3. Selfoon * Structure: 5 short stanzas breaking down the progression of the phone call. * Rhyme Scheme: Primarily AABB / paired rhyme (paarrym) with slight variations (e.g., selfoon/belfoon, ing/begin, Mevrou/jou, jammer/ander, Pappie/nie). * Figurative Language: * Personification: "Is 'n wonderlike belfoon / Dit 'rieng-rieng-rieng' en 'tra-la-la'" — Giving the phone a lively voice/personality as it rings and sings. * Metaphor: Referring to the phone as a "wonderlike belfoon" plays on the concept of a magic tool that instantly connects to anywhere in the world. * What it is about: A child secretly experimenting with their father's new smartphone, dialing random numbers to pretend-chat with people around the world, only to realize there will be a heavy phone bill to pay. * Message: A humorous take on child curiosity, modern technology, and the unexpected consequences (like a high bill) of playing with things that aren't toys.
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