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Thursday, November 28, 2019

The Process of Environmental Scanning Essay Example

The Process of Environmental Scanning Paper Environmental scanning is a key activity that begins a companys strategy planning process. The scanning must include both external forces like economic, technological, political-legal, and coloratura as well as internal competencies such as value, rareness, immutability, and organization in order to be effective (Wheeled Hunger, 2010). This thorough analysis will provide a foundation for a company to build their plan upon. Environmental scanning provides a company their strengths to build upon, their weaknesses to mitigate, their opportunities to seize, and their threats to be careful of. Large companies like Microsoft and Amazon are still operating and successful today because they take the time and resources to conduct frequent environmental scans to keep their strategic plans relevant to the ever evolving competitive market. Internal and External Environments Environmental scanning shows that Microsoft Corporation would have typical internal environments such employee turnover and retention, employee morale, and standard financial planning. Specific to Microsoft would be hiring and retaining employees that will help keep Microsoft at the cutting edge of technology. Bill Gates (2014) vision statement states Our vision is to create innovative technology that is accessible to everyone and that adapts to each persons needs. Accessible technology eliminates barriers for people with disabilities and it enables individuals to take full advantage of their capabilities. This statement has a significant impact on internal environments and strategic planning. External Environments for Microsoft Corporation include technology advancement within the industry, competition such as Apple and Google, and in recent years the government and anti-trust lawsuits. We will write a custom essay sample on The Process of Environmental Scanning specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on The Process of Environmental Scanning specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on The Process of Environmental Scanning specifically for you FOR ONLY $16.38 $13.9/page Hire Writer Microsoft has invested and pursued a significant amount of vertical growth and has been criticized for creating a monopoly as well. Internal environments for Amazon are similar to those of Microsoft. Amazons mission statement is a very high reaching goal, to be Earths most customer-centric company, where customers can find and discover anything they might want to buy online, and endeavors to offer its customers the lowest possible prices, (Amazon, 2014). This is the main Internal Environment specific to Amazon as this drives many of the strategic planning as it relates to internal operations. External Environments for Amazon are customer satisfaction, new vendors, new products, and competition. Competition is probably the largest External Environment due to Amazons broad offering of products; this reaches into almost every industry worldwide and as Amazon increases its offerings it increases the competition as well. Competitive Advantages and Strategies Like many other companies that achieved success in the business world, Microsoft rose to the top of the software and computer business via the right strategy for ensuring a competitive advantage. The Microsoft Corporations competitive advantages include size and stability. The single most important strategy that the Microsoft Corporation went after that was pivotal for quick profits is research and development (RD), which helped the Microsoft Corporation to grow. Growth is a popular strategy because larger businesses tend to survive longer than smaller companies due to the greater availability of financial resources, organizational routines, and external ties (Wheeled Hunger, 201 0, Chapter 7). The strategies that the Microsoft Corporation now uses include a strong brand name, comprehensive product portfolio, inclusion, and global diversity as a strategy for success (Wheeled Hunger, Chapter 8, 2010). Amazons competitive advantages include investing and innovation. The strategies that Amazon uses include a marketing strategy that concerns sales, distributions, and pricing of goods. Johnson (2014), Amazon at its roots is built to transform. When it finds opportunities to serve new customers, or existing customers in new ways, it conceives and builds new business models to exploit them. Amazon has the unique ability to launch and run entirely new types of businesses while simultaneously extracting value from existing businesses (Para. 7). Amazon innovates, changing the companys business model to maintain a competitive advantage. Creating Value Amazon sustains competitive advantage by offering the convenience of shopping online and having products delivered right to the customers door. They also offer a wide range of products from multiple sellers that can offer lower prices. Amazon also specializes in fast shipping and customer satisfaction. Burrs (2003), In order to have a lasting competitive advantage, it is important to develop a competitive strategy that includes a wide spectrum of techniques to gain advantage. The internet allows customers to search for a product and where they can buy it at the lowest price. If it is levered within two business days, that is more appealing. This service will keep customers returning for future purchases. Amazon has something for everyone, from books to clothing, to housewives and grocery items. Someone who is busy and does not have time to shop can do so while at work or on the go without having to go to the store. According to Microsoft Customer and Partner Experience (2014), Microsoft strives to continually create innovative technology products that transform the way people work, learn, play, and communicate. Microsoft has been one of the leaders in the computer software industry. They offer a wide variety of products from software to tablets and cell phones. Their variety of products can be used for personal and business use. They sustain competitive strategy and create value by creating new products and services that can be used at school, work, or for play. Customers are always looking for the newest technology, the fastest computer, and the best prices. Microsoft continually competes with other companies in the technology industry by making their prices reasonable for the company but affordable for the customer. Measurement Guidelines The measurement guidelines that the Microsoft Corporation is using to refry its strategic effectiveness are balanced scorecards. The balanced scorecard is a proven performance measurement system. It is a complete long-term performance management system and methodology. It is a fact that defines, refines and shares strategy, for expressing strategy to operational terms, and for sizing the success of strategy implementation. The balanced scorecard initiative is very successful in the noticeable guidelines for the Microsoft Corporation. They meet the standards that represent the period of events in its organizations gradual development even though it is challenging and relating to the process of cultural change. Microsofts success is defined, with many facets approaches that support education, communication, scorecard development, and ongoing execution. (Bloomfield, c. , 2002) The measurement guidelines that the Amazon is using to verify its strategic effectiveness is its feasible and original business model that values its customers, and builds around the changing market. It is a plan of action and a thorough formula for profit, which turned around the respectable industry of books. Amazon continued to expand beyond just books and they now include all sorts of goods and services increasing from its central into near contiguity. Years later Amazon took hold of its empty space when it invented a new valued plan of action offering a charge service for brokers, buyers, and used books sellers. Once again it moved into its empty space by evolving a system to render assistance to distinct customers, and third-party sellers. Amazon has transformed its business from a store-front to precise types of service or goods to several different on-site departments as well as to outside beings which forms into a class of many sellers under one network, and it receives commissions sales from other companies. (Johnson, M. W. , 2014) Microsoft and Amazon are successful and profitable because of their ability to scan the environment, create value and sustain competitive advantages, and verify their strategies effectiveness through measurements. They incorporate all of these elements into their strategic planning process. They are able to exploit their strengths and keep pace with the changing technology market and stay one step ahead of the competition. New products and services are regularly developed and tested before brought to market. Environmental scanning is part of the reason these companies have flourished where others have failed.

Sunday, November 24, 2019

Bacteria Essays - Metabolism, Soil Biology, Photosynthesis

Bacteria Essays - Metabolism, Soil Biology, Photosynthesis Bacteria Bacteria are often maligned as the causes of human and animal disease (like this one, Leptospira, which causes serious disease in livestock). However, certain bacteria, the actinomycetes, produce antibiotics such as streptomycin and nocardicin; others live symbiotically in the guts of animals (including humans) or elsewhere in their bodies, or on the roots of certain plants, converting nitrogen into a usable form. Bacteria put the tang in yogurt and the sour in sourdough bread; bacteria help to break down dead organic matter; bacteria make up the base of the food web in many environments. Bacteria are of such immense importance because of their extreme flexibility, capacity for rapid growth and reproduction, and great age - the oldest fossils known, nearly 3.5 billion years old, are fossils of bacteria-like organisms. Bacteria grow in a wide variety of habitats and conditions. ? When most people think of bacteria, they think of disease-causing organisms, like the Streptococcus bacter ia growing in culture in this picture, which were isolated from a man with strep throat. While pathogenic bacteria are notorious for such diseases as cholera, tuberculosis, and gonorrhea, such disease-causing species are a comparatively tiny fraction of the bacteria as a whole. ? Bacteria are so widespread that it is possible only to make the most general statements about their life history and ecology. They may be found on the tops of mountains, the bottom of the deepest oceans, in the guts of animals, and even in the frozen rocks and ice of Antarctica. One feature that has enabled them to spread so far, and last so long is their ability to go dormant for an extended period. ? ? Bacteria have a wide range of envronmental and nutritive requirements. ? Most bacteria may be placed into one of three groups based on their response to gaseous oxygen. Aerobic bacteria thrive in the presence of oxygen and require it for their continued growth and existence. Other bacteria are anaerobic, an d cannot tolerate gaseous oxygen, such as those bacteria which live in deep underwater sediments, or those which cause bacterial food poisoning. The third group are the facultative anaerobes, which prefer growing in the presence of oxygen, but can continue to grow without it. ? Bacteria may also be classified both by the mode by which they obtain their energy. Classified by the source of their energy, bacteria fall into two categories: heterotrophs and autotrophs. Heterotrophs derive energy from breaking down complex organic compounds that they must take in from the environment this includes saprobic bacteria found in decaying material, as well as those that rely on fermentation or respiration. ? The other group, the autotrophs, fix carbon dioxide to make their own food source; this may be fueled by light energy (photoautotrophic), or by oxidation of nitrogen, sulfur, or other elements (chemoautotrophic). While chemoautotrophs are uncommon, photoautotrophs are common and quite dive rse. They include the cyanobacteria, green sulfur bacteria, purple sulfur bacteria, and purple nonsulfur bacteria. The sulfur bacteria are particularly interesting, since they use hydrogen sulfide as hydrogen donor, instead of water like most other photosynthetic organisms, including cyanobacteria. ? ? Bacteria play important roles in the global ecosystem. ? The ecosystem, both on land and in the water, depends heavily upon the activity of bacteria. The cycling of nutrients such as carbon, nitrogen, and sulfur is completed by their ceaseless labor. ? Organic carbon, in the form of dead and rotting organisms, would quickly deplete the carbon dioxide in the atmosphere if not for the activity of decomposers. This may not sound too bad to you, but realize that without carbon dioxide, there would be no photosynthesis in plants, and no food. When organisms die, the carbon contained in their tissues becomes unavailble for most other living things. Decomposition is the breakdown of these or ganisms, and the release of nutrients back into the environment, and is one of the most important roles of the bacteria. ? The cycling of nitrogen is another important activity of bacteria. Plants rely on nitrogen from the soil for their health and growth, and cannot acquire it from the gaseous nitrogen in the atmosphere. The primary way in which nitrogen becomes available to them is through nitrogen fixation

Thursday, November 21, 2019

Internet retail marketing Coursework Example | Topics and Well Written Essays - 2250 words

Internet retail marketing - Coursework Example The paper has been written by Cathy Hart, Neil Doherty and Ellis-Chadwick. The two main aims of the paper are: To investigate the role of internet in the retailing business in UK and the different services that can be offered via the internet. To investigate the current size and scale of online retailing, along with the potential growth in the future. 2. Critical Analysis The research paper includes an extensive research study on the respective topic. The authors provide the readers with relevant research findings from available literature and the results of their own research regarding numerous UK retailers’ websites. The authors have based the success of online retailing on a diverse range of factors that shall be evaluated individually in the paper. They have also repeatedly compared the online retailing trends with those present in US; such comparisons seem futile due to the differences of culture and market segments. The concern about different demographics between both t he regions has also been mentioned by the authors but it doesn’t cease the continuous comparisons with the respective region. In the beginning of the paper, the authors include useful research findings about the views of other researchers regarding the acceptance level of internet in the domain of online retailing. ... This notion by Ernst and Young shows that customers tend to prefer the traditional modes of retailing over the newer ones. This research finding is interesting but cannot be used to portray the current trends of consumer behaviour since it reflects the patterns which are more than a decade old. Hart, Doherty and Chadwick (2000) quoted the research findings of Nua Ltd., (1997) who stated that there exists a lack of techniques for the measurement of online customers, functions and services offered through retailers on the internet. The authors of the chosen paper agreed with the lack of availability of such techniques and proposed a ‘pro forma website assessment document’. With the help of this document, the internet functions were categorized into the three following categories; Registration: The availability of a â€Å"uniform resource location† (URL) is considered to be a sign of online activity and presence of the retailer on the web. Information Provision: refe rs to the type of information that is provided on the websites by the retailers for their customers. The types of information had been divided into three categories; products, financial and other information. Products information contained prices, descriptions, product comparisons etc. Financial information contained company reports, annual reports etc. Other information may include store locators, environmental information, press releases etc. Interactivity: refers to the level of functionality that is present on the website; it may be present in various forms like online ordering and payment solutions. These classifications formed the basis of evaluation of the retailer websites for the survey that was conducted by the authors of the research paper. The pro

Wednesday, November 20, 2019

Saturn Titan Mission Questions Essay Example | Topics and Well Written Essays - 500 words

Saturn Titan Mission Questions - Essay Example He was the one who discovered the rings around Saturn as well as Titan in 1655; the largest moon of Saturn. He also invented the pendulum clock. He died in 1695 on 8th July. Jean Dominique Cassini was born in 1625, on June 8th. He has numerous discoveries related to Saturn attached to his name. He discovered four of the Saturn’s moons, Iapetus in1671, Rhea in 1972, Tethys and Dione in 1684. He also discovered that the rings of Saturn have separation by a gap in two parts in 1675, it is in his honor named Cassini Division, and he presumed that the Saturn’s rings composition was of the small particles myriads, which was correct. The atmospheric entry probe which was part of Cassini–Huygens  mission carried to Titan; Saturn’s moon was called the Huygens probe. It separated itself from the spacecraft on 25th December 2004 (Scott Allen Striepe, pg12) and landed on Titan’s surface on 14th January 2005. The landing of this Huygens probe was designed for both water and land since it wasn’t concrete which kind of surface it might be; it turned out to be solid, icy. It sent several images that helped understanding of Titans atmosphere throughout its descent. The atmosphere of Titan is twice in its thickness compared to that of Earth, the surface pressure there is approximately 1.45 times that of the earth. This makes it hard for image capturing in visible spectrum of light by the astronomical instruments. Titan is second largest moon in Solar system with diameter of 5,150  km, with the only one having dense, surface pressure being 1.5 atm and cold atmosphere, primary composites being nitrogen and little methane. Being dense, its atmosphere usually has convective clouds that are bright white, making the surface observation difficult. It is also the only moon that has large liquid bodies, in form of lakes of methane. Composition: Saturn’s rings have sheet like distribution of the icy

Monday, November 18, 2019

What are the main differences between Monoploy and Monopolistic Essay

What are the main differences between Monoploy and Monopolistic Competition market structure - Essay Example A monopoly is a market situation where only one seller exists, producing a product which has no close substitutes. It is at the complete opposite end of the spectrum to perfect competition. In practice a monopoly situation can arise when a firm has a dominant position in the market in terms of its market share. For example, British Telecom enjoyed a monopoly until 1988 when the UK office of telecommunication decided to end it. The basis for a monopoly market is the existence of barriers to entry. These are factors that prevent new firms from entering the industry, or even if they do, will force them to close. Barriers can be of various forms.The high fixed cost or setup cost can be the toughest obstacle to tackle. The barrier here is access to capital. Only large firm will be able to fund the necessary investment. An established monopoly is likely to have developed specialized production and marketing skills. It is more likely to be aware of the most efficient techniques and the chea pest suppliers. In most cases, such firms have a major cost advantage because of economies of scale which allows them to operate on a lower cost curve. Advertising and brand names with a high degree of consumer loyalty may also prove a difficult barrier to overcome.The firm’s monopoly position may also be protected by patents and other legal protection such as various forms of licensing or tariffs, which may hinder entrance of local and foreign firms. Aggressive tactics and intimidation may also act as a barrier ... However, another market structure that exists is the monopolistic competition. It is close to the competitive end of the spectrum. It is a situation where a lot numerous firms compete with each other, but where each firm does nevertheless has a certain degree of market power thus the term ‘monopolistic’ competition. In monopolistic competition, there are a large number of sellers and due to this no one seller has a control over the supply of the product in the market. Hence, a single firm cannot influence price or output in the market. In other words, the price and output policies of each seller are independent. The grocery retailing market in the UK is arguably monopolistically competitive. In 1991, there were approximately 62,000 food retailing businesses. All were competing for the same product however, each one attempted to offer something unique and different (Anderton 1995). Each firm in monopolistic competition produces similar, but not identical goods and sells d ifferentiated products which are close substitutes to one another. The product is differentiated in a number of ways such as altering the quality of the product, offering supplementary and other services, changing the location of the firm or promoting the product through advertisements. (Gillespie 2002). Unlike monopoly, there are no barriers to entry or exit in monopolistic competition. Entrance becomes possible due to a lower startup capital or the nature of the product. Moreover, in monopolistic competition, the main form of competition is price. Each firm sets the price arbitrarily, usually reducing the price of the product to gain from higher sales. However, at times firms in this type of market also resort to non price competition such as advertising and promotions to capture

Friday, November 15, 2019

Role of Technology for English Language Learners

Role of Technology for English Language Learners Introduction The role of technology as an alternative tool for instruction of English foreign language learners increases as educators recognize its possibilities to create both independent and collaborative learning environments in which students can acquire, immerse and practice a new language (Butler-Pascoe, 1997). Through the use of the Internet, word processors, video games multimedia, and practice programs, students can engage in individualized instruction designed to meet their specific needs and participate in cooperative projects that will foster communication with peers in their classrooms and throughout the global community. This research focuses on the potential of video games as a powerful tool for foreign language instruction and acquisition. This is a very important topic for many reasons, the least of which is that so many people do not really understand this medium and regard it in the worst possible manner. What many outsiders of the video game culture do not understand is that video games can be an expressive and interesting medium that can easily compete with the best that other mediums have to offer, and, like any type of expressive medium before them, video games have gone through a harsh trial by those who are bigoted, uninformed and prejudiced against this medium. This paper provides a great opportunity to explain why computers and video games can take an important part in language learning, and why therein we have an extraordinary opportunity to educate, not only our children but the population at large through video games. Video games can provide the ability to shape events, environments and positions in a way which is not feasible through any other medium. According to Larson (1999) and Li (1999), â€Å"the transactional nature and the pedagogical relevance of some state-of-the-art videogame-based interactive technologies make videogames a viable vehicle for foreign language learning†. This thesis aims to reach the following objectives: to make the reader aware of new learning strategies and possibilities for all types of learners; to discover students views on the feasibility of videogames for language learning and instruction; to suggest a new range of activities that can be performed in a classroom using videogames. This thesis firstly discusses findings from various research studies, as well as current language teaching methodologies, in order to explain how video games can contribute to language acquisition by evaluating several video game genres and emphasizing that â€Å"virtual pet†, simulation and â€Å"RPG† (Role playing games) are beneficial for language acquisition. It also provides various sample activities that can be performed in the ESL classroom using video games in their own right. Secondly, the context and participants are presented as well as a research instrument, after which the data is analyzed and given an interpretation and finally pedagogical implications are presented. Chapter 1: Literature review This chapter firstly attempts to explain why videogames can be suitable for learning a language based on several studies that are described next. Secondly, it also outlines how videogames are slowly being incorporated into the field of education. Thirdly, it provides the readers with an overview on videogames and modding and finally how teachers can benefit their lessons from modding and how it can be used in the ESL/EFL classroom. 1. Videogames and Research Using video games to educate has long been a much thought-of goal, yet rarely an achieved one. Although video games may not yetbe able to educate users in a content area effectively, language learners may benefit from video games. Educational software developers have struggled to present a substantial amount of content and context without sacrificing the degree of control game players expect. Very little research has specifically targeted language acquisition through video games; however, various studies carried out over the years in several universities of the U.S, England and Sweden with students of different majors, as well as current language teaching methodologies support the use of video games to learn language. Interestingly, in one study Hulstijn Laufer (2001) found that language acquisition may hinge on the â€Å"level of involvementin a task†, and video game players are often quite immersed in game play, a trait that may enable them to acquire language, since video games often contain simultaneously presented aural and textual language. Another study done by Prensky (2006) suggests that â€Å"videogames allow learners to analyze and decode language at their own pace†. During game play learners may use one input channel to decode the other because videogame players have a great deal of controlover the game play (various in-game choices can be made, games can be paused, actions can be repeated, and conversations can sometimes be initiated at the players own beck and call. â€Å"Dornyei Clement (2001, p.399) claimed that â€Å"one of the main premises for using video games to educate has been to harness learners motivation†. Although, motivation is a crucial element in language learning, motivation alone does not guarantee the acquisition of a language. This was stated in another study performed by Prensky (2004) who found out that one of the most difficult things teachers had to do was to aim for a balance between video game interaction and learning its language which may result too strenuous for some players cognitive abilities. Nevertheless, Brett (2001) emphasizes in his research that the natural repetition which is presentin video games, such as the constant set-up of mini-battles in role-playing games and the frequent use of interactive menus in virtual pet and simulation games, allows a language learner to be continuously exposed to the target language and creates more opportunities for acquisition to occur as opposed to other media, such as movies or books, which often do not reuse the same vocabulary or grammar, making acquisition more difficult and slow-paced. Interestingly enough, the repetition in video games allows a language learner to use their own initiative to use known language (semantic context, vocabulary or grammar) to decode unknown elements through constant exposure. Furthermore, Crawford (2003, p.261) made a stunning discovery in his research when he stated that â€Å"a videogame provides players with a useful kinesthetic link to its language† resulting in players having to give a total physical response to actions prompted. Total Physical Response (TPR)activities are used in order to connect the language item whether, vocabulary or grammar, to a physical action, hopefully making thelanguage easier to grasp, which is quite similar in videogames where players perform on-screenactions that may serve to link the language they learn to their native language. 2. Video Games and Education Video games evoke different emotions in people. Some might perceive them as nothing more than a tool of entertainment, while others might consider them useless and tools of bad influence. Academics, such as Gee (2005, p.13), will say that â€Å"video games are a new form of interactive media worthy of academic multidisciplinary study† regardless of what videogames may be, it is a well-known fact that they are a distinct yet entertaining way for youngsters to spend their time. It comes as no surprise that many educators and teachers are trying to add video games to their lessons and curricula design both to catch and retain the attention of students, not to mention to enhance the course content and likability. Many business, medicine, and law schools in northern Europe are implementing video games such as Kristens Cookies, Dexter and Objection as part of their curricula, whilst other schools introduce more commercially known titles, for example Brain Age and Trauma Center to their science and math courses. According to Hoggs research (2006) carried out in some European universities, students motivation and therefore grades, have soared exponentially as opposed to slump since the implementation of video games in their curricula. Video games have become increasingly widespread in their use, both as a hobby and as an educational tool. ESL teachers should be no exception and be able to make use of this technology to help students in teaching grammar points as much as in developing students speaking ability. 3. Video Games and Modding For over twenty years there have been many attempts at designing educational software with all of them resulting in failure and thus a sense of hopelessness prevailed through much of the educational software community. Fortunately, the emergence of new models have made education and entertainment games stop competing with one another. If we look at todays entertainment video games, many will be nothing like the games prevalent in the late 90s when educators and game developers first teamed up in an attempt to insert artificial learning moments inside games. Back then, in-game worlds were relatively fixed and did not have much depth whatsoever, enabling the player only to play out the action of a pre-programmed story. Today, nonetheless, according to Hansson (2005) games are presumably more open-ended, with many of them encouraging players to take an active role in the construction of the game itself through the use of various mod tools. The term ‘mod means modification, in videogame terms ‘mod refers to a user made add-on to an already existing game. For example, one of 2007s best selling video games, â€Å"The Sims 2† does not determine any explicit goal or winning outcome. Rather, the game presents itself as an open-ended virtual doll house in which users play out and share stories with one another should they choose to. As a result of the enormous flexibility of this game, thousands of players created content add-ons or game modifications now available for free on the web. â€Å"Surprisingly enough, so far, little has been attempted by educators to use the extensive mod tools available for The Sims 2 to implement learning content in a way that naturally integrates with the in-game experience† (Goldfayn, 2006). However, mod tools provide full access to all the language data used in all the different international versions of a game. This allows curriculum designers to easily manipulate popular video games to create opportunities for foreign language learning. Johnson,( 2005, p.191) claims that for most educational disciplines, â€Å"the main rule when choosing a video game to be modded is that the closer the original contents of the game are to the educational discipline involved, the smoother the process will be†. Most people play video games nowadays and everyone seems to work on a computer, so learning a foreign language through video games can be as viable as learning it through traditional classroom instruction. For example, in order to make a game like â€Å"Civilization III† relevant to a history classroom, one simply needs to edit a few maps, scenarios and variables; while a game like The Sims 2 actually does have a distinct similarity between the contents of the game and the contents of an introductory language textbook (parts of the body, furnishing the house, finding a job/professions, emotions, etc), the fact that almost all games use language in one way or another allows a far wider range of games to be modded for usage in foreign language learning than other educational disciplines. 4. Modding in ESL There has been a recent increase in the number of game environments or engines that allow users to customize their gaming experiences by building and expanding game behavior. What is described here is the use of modifying, or modding, existing games as a means to learn English. A case of game modding in classroom settings is described to illustrate skills learned by students as a result of modding existing games, in this case the game which was modded is â€Å"The Sims 2†. Below are some examples of how you can mod a videogame to suit your needs as a teacher as well as your students. These are two sample activities that have been put into practice by teachers such as Mylene Catel, (http://www.mylenejcatel.com/)whohave put an enormous amount of effort into this. Simply by playing the modded version of the game (The Sims 2), students are gradually exposed to heavy amounts of reading practice in the foreign language. However, designing specific reading comprehension tasks helps the teacher assess learning better. Next, I describe an activity which can be performed using the previously mentioned game: Step 1. – Students write a description of their favorite imaginary landscape in the foreign language including any number of specific details (There is a pristine water creek, there are many leafy trees in which birds gather to chirp, There is a family having a picnic nestled under the trees , etc). Step 1.5. The teacher helps correct any mistakes in the students descriptions. Step 2. Students randomly exchange their descriptions with one another via the game. Step 3. Use the cheat mode to give students unlimited money. Step 4. Students avail themselves of a mod tool given by the teacher and create the landscape outlined in their description. Step 4.5. The teacher assesses how many of the specific details students correctly incorporated into their creations. Step 5. Students once again exchange their finished descriptions. Step 6. Students verbally describe to one another their creation. Students try to discern which landscape is the one they originally designed. Chapter 2: Methodology This research was conducted in order to determine whether playing videogames plays a significant role in the personal development and learning of a second language. It weighs the pros and cons of using this medium for learning and expresses what videogames are suitable for learning English and what videogames can enhance students reading, listening and speaking skills. I opted to obtain the view of language students from different schools. Specifically, students aged 18-25 from 2 schools within Xalapa were selected for this task, 10th semester students of the teaching area from the English B.A of the Universidad Veracruzana and advanced level students from Bristol Institute as informants from December 2007 to April 2008. Selected participants answered a questionnaire about the role of videogames in ESL/EFL learning. In order to determine whether videogames play an important role in learning English more efficiently, a total of 20 respondents were asked to participate, 10 of them were from the Universidad Veracruzana and the other 10 were Bristol students. Instrument. A questionnaire was administered to collect as much data as possible. The questionnaire consisted of 10 open-ended questions of which five questions had to do with the participants learning English through videogames and the other five questions had to do with the participants views on whether or not videogames have enhanced their learning and comprehension of a foreign language. To achieve pertinent information, certain inclusion criteria were imposed. The participants chosen had to be students who had been studying English for at least 4 years. This qualification ensured the participants understanding the nature of this questionnaire and its use for teaching English, making the questionnaire items easy for them to understand. My questionnaire which was administered to both populations was based on the following criteria: How much English and how well these students had learnt it by using videogames. The types of games they preferred in their learning process and how such games had helped acquiring their skills in English. Procedure. The administration of the questionnaire to the U.V student population was done when I was studying 10th semester of the English B.A. Therefore, the questionnaire was administered to my classmates at that time. However, to administer my questionnaire to the Bristol student population I had to ask for permission to the school principal, and after granting such, I was able to administer it, all in all both populations seemed to have no problems or questions at the time they answered it. Chapter 3: Results and Discussion In this chapter, I will present all data gathered from the questionnaire related to my research questions I administered to several students as well as charts representing the analysis of what was said in each question. The questions will be divided in two sections according to my research questions How do students learn English through videogames? What type of games do students play in their learning process and how they help? Analysis of questions 1, 2,3,4,5 of the questionnaire – refer to section one. 1. Is vocabulary, rather than syntax, more easily and consistently acquired from video games? Out of the 20 students who answered this question 16 students said that vocabulary was best learned through this medium while 4 thought that syntax was the one best acquired. From these answers it can be inferred that these students mostly learn vocabulary, and syntactical patterns from games. Nonetheless, the focus of what is to be learned will fall into what the students needs are. From my perspective students also benefit from learning pronunciation subconsciously because speech is present in most games. 2. What grammatical patterns or chunks of language do you usually learn from videogames? Out of the twenty students who answered this question, eleven answered that they usually learn phrasal verbs and idioms from videogames while the other nine students said they revise through videogames grammatical patterns such as reported speech and conditionals. From these answers it can be inferred that for these students videogames help best as an aid to learn phrasal verbs and fixed expressions while others use them as revising materials. 3. Do video games help language learners actually acquirelanguage, or do they serve more as a linguistic priming or practicing device? Out of the twenty students who answered this question twelve believed that videogames help language acquisition whereas the remaining eight believed they just serve as a practicing device From these answers it can be assumed that videogames can serve as both a learning tool and a practicing device for these students. However, as a teacher you should have in mind the reason why you will employ them. 4. Can language be acquired more effectively (more quickly and be retained longer) through video games than through other media? From twenty students who answered this question seventeen agreed on their learning being quicker, more effective and easier to retain through videogames. However, another three said videogames had no benefit for them. From these answers it can be assumed that for these students videogames are the perfect medium that can enable them to learn faster by learning the language subconsciously through something they might find entertaining because videogames lower their affective filter. 5. Do students retain lexical or syntactic language studied through video games longer than identical language studied through traditional classroom and self-study activities? Out of the 20 students who were asked this question, 14 answered that they thought retention was easier and lasted longer for them through videogames whilst other 6 claimed they benefitted more from traditional classroom instruction. From these answers it can be inferred that even though for these students retention is generally easier through videogames due to their interaction capabilities with players, how well students retain language patterns through either way will depend on what type of memory they possess. Analysis of questions 6, 7, 8,9,10 of the questionnaire – refer to section two 6. Which genres of games are the most useful for language learners? The answer to this question was a bit variant since out of the twenty students fourteen considered themselves to be advanced learners while six considered themselves to be upper-intermediate learners. Therefore the advanced students claimed that the most useful game genres for them were Role playing games (RPGs) and action/adventure games as they can employ various decoding strategies. While the remaining six said that in their view the most useful game genres were sports videogames because they can benefit from the repetition patterns present in these games From these answers it can be inferred that videogames can cater for every mood and personality and can certainly aid these students in their learning process. However, which game genre is most useful to them depends on their language level. Bristol students often resort to playing RPGs because of their language level while some teaching area students of the English B.A in the Universidad Veracruzana opted for sports games as their games of choice because they feel they benefit more from the language patterns present in such games. 7. Does the learners language level make a difference? Out of the 20 students who answered this question 19 believed that the language level of a learner made a difference in understanding while just 1 student believed that the level did not matter From these answers it can be assumed that the level of a learner will play a crucial part in taking full advantage of the videogame approach toward language learning. For example advanced students are always eager to play RPGs which are more complicated than other game genres while intermediate or basic students try to look for games in which actions can be describe more than once. 8. Do voice recognition games force native and non-native speakers to modify their pronunciation in unnatural ways? From twenty students who answered the question thirteen said that voice recognition games were a valuable tool to help their pronunciation subconsciously while the remaining seven said their pronunciation could only be improved through direct interaction with an English native environment which leads to demonstrate that these few students have a conservative way of thinking. From the answers of these students it can be inferred that voice recognition games are just as good as interacting within an English speaking environment since the pronunciation used in such games is usually done by native English speakers. 9. Do language learners benefit from having their actions described by a sports video game? All twenty students who answered this question said they did benefit from this approach because it was quite practical. From these answers it can be assumed that videogames can come as a new refreshing approach toward language instruction that students would really appreciate since both males and females showed much interest in sports videogames 10. How long would it take a learner to acquire a language through a video game rather than through classroom instruction or self-study textbook? All students had different views on this particular question. Eleven believed you could learn English through this medium in one year while another four believed you could learn it in six months time, two more students said in a few weeks and yet another three claimed the time you learn it was entirely up to the learner. From the answers given by these students it can be inferred that theres no agreement on a learning curve. According to these students how fast students learn the language depends on other factors such as motivation and what kind of learners they are. Conclusion: In these data most of these students claim that they can learn a language using videogame classroom instruction. According to them not only is it a refreshing new approach but it is also quite beneficial for vocabulary acquisition and the subconscious learning of pronunciation. However, a teacher should always keep in mind the objective as to why they will use videogames. Chapter 4: Pedagogical Implications In this chapter, I provide some examples of how videogames can be exploited to design many immersion activities for the ESL/EFL classroom. This chapter is organized into the following sections: RPGs, RPGs and the ESL classroom, elements of literature, debates on cultures, portfolios, character analysis, oral presentations, quizzes/tests and suggested games for classroom use. 1. Role Playing Games Not all video games can be considered classroom-safe. Many video games, while being visually stunning games in their own right, may either be too violent or too devoid of content to be used in an ESL classroom. There is, however, one genre of video games that is ideal for the ESL classroom: Role Playing Games (RPGs) (Goldfayn, 2006). Traditionally, role plays are associated with a person pretending to be someone else. This is exactly what a RPG is. In RPGs, players take control of a character and embark on chilling journeys similar to those told in Edgar Allan Poes horror novels or heart-pounding adventures like those told in Jules Verne stories. According to Din (2002) â€Å"students become exposed to long hours of in-game dialogue, as well as substantial amounts of written text† while being immersed in a quest, perhaps one to save a kingdom, slay a demon or vampire, or save the world. As players retrieve information by interacting with other characters, they advance through the game with the purpose of reaching a final goal and objective just like in any lesson plan. 2. RPGs in the ESL Classroom If there were to be any kind of video games in an ESL classroom, it would be RPGs. In a video game ESL classroom session, the students will play through the game. During this play time the students become exposed to English language dialogue with various accents, which undoubtedly helps students develop their aural skills. RPGs also help them develop their reading skills, as the game will not continue unless the players, in this case students, meet certain requirements which are communicated to them through either spoken communication or written dialogue. Truly, exposure to a language or text does not create bilingual students; it is just not enough. That is why the teacher should plan certain activities to encourage students to share the experiences they just had playing the game and some other complementary activities to reinforce what they learned in the game. 3. Elements of Literature (writing activity) Every story, just like every game, has an introduction, action development, a climax, descending action, and an ending. Many stories, just like many games, have flashbacks, foreshadowing, and personification. It is always advisable to give students a brief introduction regarding these elements, so that they may be familiar with them when they run into them while playing through a game. 4. – Cultural Debates (oral activity) The majority of RPGs have good stories, and all good stories have a setting. Before students get round to playing a game, the teacher should survey students knowledge of other cultures. Getting the students to start a debate on the similarities and differences in their culture or on different cultures in general is always a good way to start. You may begin the class by asking the students what they know about other cultures, a discussion on the Mayan culture, Feudal Japan or the American civil war usually get the students in a talkative and lively mood, as they can bring forth experiences they have had throughout their lives whether these be by watching movies, reading books or personal experiences. After the discussion, the teacher explains to students they are about to play a video game that has elements of different cultures in its world. The teacher should then provide a little information on the game and its characters, so that the students do not feel completely lost when they begin. 5. The Portfolios A portfolio is a collection of evidence that represents achievement and learning within a module/course or programme of study. The portfolio is a tool that can be used once a week, after playing the game. The student would have to write a short summary of what happened in the game as well as comment on the events from the game that they liked or disliked most. If students are at an advanced level they could be asked to comment on some of the more abstract concepts that appear in the game, such as love, friendship, and parenthood. Once the students have finished the game, they could be asked to write an entry regarding the elements of literature in the video game they played. Their writings would have to include short summaries of the events that happened in the game, so they would sort those events into the introduction, the rising action, the climax, the descending action, and the resolution of the game. Some games have open endings and require the players to fill in the gaps with t heir imagination. In case of such games, a good entry to ask the students for would be one in which they will have to account for what they think happened after the game ended. 6. Character Analysis (oral activity) Students can be asked to analyze their favorite character from the game. Starting with a drawing of the character, intermediate or beginner students could discuss how the character looks, speaks, and acts, while higher level students could discuss their characters behavior, thoughts, and purposes. The student should always say what their chosen characters stand for (for example, Alex from â€Å"Lunar: the Silver Star† for the â€Å"Playstation† could be seen as someone who represents friendship, love, and heroism). This would be a great opportunity to teach students to empathize by asking them questions like how would you have felt during this specific event in the game, had you been the character? 7. Oral Presentations Another course of action is having students make short oral presentations on characters, themes, or plot segments of the game. If there is enough time and resources, the whole class could put together a play about an event or events from the game. 8. Quizzes / Tests A quiz or a test about a video game would be conducted in the same way a quiz or test about a short story or novel would be done. Questions could range from reading comprehension (Example: Who does Tidus fight against at the end of Final Fantasy X?) to essay type questions (Example: In Final Fantasy X, do you think Tidus resents his father? Why / Why not?) 8. Suggested Games for Classroom Use The following list contains several classroom-safe video games that can be used to teach English. This compilation is best aimed at being used with students between the ages of eighteen and twenty five in mind. They have cartoon-like visuals, an excellent score, funny characters and interesting plots. Atelier Iris 2 (Sony Playstation 2): A RPG about an alchemist out to prove himself and make use of his awesome skills. Atelier Iris 2 focuses on two main characters whom you can assume at will. One character embarks on adventures in distant worlds, facing off against enemies via a turn-based battle system. The other character stays behind at home and creates items and weapons. Arc the Lad (Sony Playstation): The first game in the series that really redefined what a Strategy/RPG could be, introduces players to a magical world teetering on the edge of destruction. Only the young Arc possesses the power to stop the impending destruction, a

Wednesday, November 13, 2019

Skills Required for Effective Time Management Essay -- essays research

Time management is a key essential that ensures any working environment runs efficiently and smoothly, without it there is no structure to your working day. If time management can be mastered then your workload can be achieved successfully. In this essay I will examine a number of the skills required for effective time management. Planning is of the utmost importance in time management, without it we don?t have a clear vision of what needs to be achieved and within what time frame. It is therefore vital that this is the first step, and in order to ensure you cover all areas that require your attention. Planning Planning your day or week can be daunting to many people. Some managers are born to it and some will struggle. To prevent or reduce stress within the office environment planning is essential. It can be categorised as short, medium or long term. Short term can be classed as a day or week, while medium is normally weeks leading to a few months. Long term tends to be several months perhaps leading to a year. So the first and obvious step is to put a time frame in place, and ensure that you use planning aids to mark your progress. Planning aids come in various forms. Diary?s and wall charts are very useful, especially for ?at a glance? scheduling, and will assist the manger during the normal working day. Diaries are a good start as they come in various styles e.g. day to a page or week to a page, the latter I prefer as it gives me an oversight as to what?s happening during the week. Wall charts again come in various designs and display the whole year. Colour coding the days wit h the relevant colour key can at an instance enable you to see the overall picture, and can also be used in conjunction with your dia... ...and are clearly taken for granted is e-mail and the telephone. E-mails can be set up to be received in various colours to indicate your superiors or colleagues. E-mails should only be looked at first thing in the morning and again in the afternoon, this prevents you being distracted and allows you to concentrate on the goal in hand. Telephone calls can be a nuisance if not controlled. Go straight to the point and if possible inform the caller of any time constraints. If feasible an answer machine can be utilised so you can filter out those unimportant calls, of course a message on the answer machine rather than an automated reply is more user friendly. In conclusion time management is a very important tool for modern day managers. With it managers can ensure efficiency is at the highest level with continual improvements with in any office or organisation.

Sunday, November 10, 2019

Wal-Mart

It will describe Wal-Mart as a non-union employer, paying lower wages to heir employees than other retail and grocery stores. They do not offer benefits to all employees and most are unable to afford them. Between Wal-Mart's business practices in increasing their profits and the need to recognize their social and ethical responsibilities, Wal-Mart needs to find a comfortable balance of profitability and responsibility in order to improve their reputation. During the process of writing this report, we found that there was much more Information to be discussed about Wal-Mart's unethical business practice than what was reported.We also wanted to point out that although all companies do everything ossible to lower their costs and maintain high production rates, Wal-Mart has crossed the line over the years by managing their profits In unethical ways compared to otner large corporatlons wno nave Deen etnlcally ana successTully managlng tnelr business practices. Information that can be foun d on Wal-Mart is changing everyday and it was sometimes difficult to keep up. EXECUTIVE SUMMARY Wal-Mart has been recognized as the leader in its industry and the largest company in the nation.With its powerful profit making abilities, Wal-Mart has grown from a local corner store to the money making â€Å"monster† it is today. The company has amaged its reputation over the years due to unethical choices made by its top executives. As a result, its anti-union stance has been singled out on issues concerning benefits, wages, and overall business practices. When reviewing Wal- Mart's financial statements, one would be overwhelmed to see such high performances; but when you are a Wal-Mart employee, it is no surprise why that is true.Employees have been denied opportunities of advancement and pay raises. Lawsuits have been pending against the company with employees claiming they have been denied promotion opportunities in the company due to their gender, and some mployees have sue d for being over-worked and under paid. Wal-Mart has become so big in its industry, that it has lowered the wages through out the country and has influenced economic change. Since most of Wal-Mart's employees live below the poverty line, it is difficult for them to afford health insurance when deductions out of their paychecks are sometimes as high as 33%.A Wal-Mart employee who obtains health insurance would have a very difficult time raising a family with this kind of premium. Wal-Mart employees are unable to receive healthcare benefits because the cost is too high and their wages are low. As a result, employees face a difficult time deciding whether to sacrifice such a large portion of their pay to obtain health insurance; in most cases Wal-Mart employees persist without health coverage. Deductions for health insurance are higher for Wal-Mart employees than other national retail employees.A Wal-Mart employee pays about 25% more for health insurance than the average retail worker. Wal-Mart has also been opposed by its female employees, who make up two- thirds of its workforce. Women have been discriminated in wage and have been denied any advancement to upper managerial positions – dominated my men. Men ake approximately more than women and have a higher chance of advancing to a better position. Dukes vs. Wal-Mart, filed in 2001, was the largest lawsuit against a private employer in the nation and represented 1. million female employees who were discriminated based on their sex. From lawsults to employee complalnts, Wal-Mart nas Deen Tacea wltn a great deal 0T difficulties that have developed through their own unethical business practices. Although every company's goal is to lower costs and produce large numbers, Wal- Mart has made sky-rocketing profits by unethically hurting its employees and cutting down their wages. Many question why Wal-Mart, the richest retailer in the world, chooses not to provide adequate wages or health benefits for its employ ees.If Wal-Mart were to reform its health benefits program, raise their product prices by as little as a penny, and create a bias free working environment for women, Wal- Mart would be in better terms with its employees and improve the reputation it sacrificed from the start. NOT ON WAL-MART WAGES INTRODUCTION Background Wal-Mart, the large international discount chain was founded by Sam Walton. On May 5, 1950, Walton purchased a store in Bentonville, Arkansas, and opened Walton's & 10.Little did the small town residents know that they would later become the headquarters for the world's largest retailer store in the U. S. Through his sa'. n. y, and sometimes unusual, business practices, he and his associates led the company forward for thirty years. As Wal-Mart grew into a global corporation it is today, it has dealt with a great deal of criticism by outsiders. Wal-Mart's ethical citizenship has been questioned numerous times and researched by many. There have been many doubts about Wal- Mart's business integrity and questions whether their practices are ethical or not.Wal-Mart has faced, and is still facing, a significant amount of controversy over several different issues. Wal-Mart has been caught bribing its employees, discriminating against women, denying its employees of training or promotions, paying low wages, and providing high deductibles for health insurance. Wal-Mart is now paying the consequences and need to become socially responsible in order to maintain a better reputation with society. Although consumers are reeled in with the low prices Wal-Mart has to offer, others feel their ethical beliefs are more important than saving a quick buck.Purpose Statement of The purpose of this report is to examine Wal-Mart's unethical business practices with a focus on employee wages and high health care deductibles. The report will question Wal-Mart's aptitude to sell products cheaper than any of its leading competitors and yet maintain making a substantial am ount of profit. The report will analyze the unethical practices that have developed through Wal-Mart's history as a result of focusing on high productivity and profit making strategies. cope The report will describe Wal-Mart's unethical business practices that affect its employees. It will examine Wal-Mart's unethical behavior in conducting business with n overall focus on employee wages. Limitations Time constraints have limited the extent of the research. There is a vast amount of information regarding this issue and we are unable to report it all. In addition, no funds are available to conduct primary research. Methods of Research The method of research for this paper was secondary research through databases, internet websites, and books.The research databases of California State University, Los Angeles, will be used to locate articles in current and past publication. The databases used are Lexis/Nexis and Business Source Premiere. Also libraries, uch as the John F. Kennedy Memor ial Library at California State University, Los Angeles and Los Angeles Public Library in Porter Ranch, California. The major findings of this study indicate that Wal-Mart being the world's largest and richest retail chain is setting the standard on wages for retail workers and beyond.Because Wal-Mart has become so big, it has dragged down wages throughout the country. Wal-Mart has become what it is today by selling products at low prices and paying their â€Å"associates† even lower wages. Unhappy Wal-Mart workers complain as much about being over-worked as underpaid. Wal-Mart has its own stated policies at its employees' expense. Wal-Mart pays it's â€Å"associates† below basic living wage standards and even below poverty lines. Overworked and Underpaid Employees H. Lee Scott Jr. is the chief executive of the powerful corporation we call Wal-Mart.According to Mr. Scott, by selling vast quantities of goods at its trademark â€Å"Every Day Low Prices,† Wal-Mart has single-handedly raised America's standard of living, saving consumers about $100 billion a year (Bianco 2). They feel that selling vast quantities of low price merchandise gives them the right to act as if they represent the American people. Scott states, â€Å"Wal-Mart also provides good Jobs for hundreds of thousands of equally deserving employees, offers even part-time workers generous health insurance and other benefits† (Bianco 2).He accuses greedy labor unions, inefficient supermarket chains, and other Wal-Mart opponents of distorting â€Å"the facts† to suit their own purposes. Wal-Mart insists on describing themselves as â€Å"pro-associate, not anti-union,† but is quick to suppress any and all attempts to have unions organize in its stores. In his book The Bully of Bentonville, Anthony Bianco describes how Wal-Mart has ffected wages beyond their own company: Because Wal-Mart Is so Dig, It nas araggea clown wages tnrougnout the country.Economists at the University of California at Berkeley found that Wal-Mart's expansion during the 1990s cut the income of America's retail employees by 1. 3 percent-or by $4. 7 billion in 2000 alone. What is more, the depressing effect of Wal-Mart's expansion on payrolls extended well beyond retailing. According to a 2005 analysis by economists at the Public Policy Institute of California, take-home pay per person fell by 5 percent across the board following Wal-Mart's entry into a country.The evidence â€Å"strongly suggest(s) that Wal-Mart stores lead to wage declines, shifts to lower-paying Jobs (or less skilled workers), or increased use of part-time workers. (4) Today, Wal-Mart is surrounded by controversy, but the greatest is from within. Unhappy employees are quitting and dozens of class-action lawsuits are pending against the company. Managers have been known to force employees to work extra hours without pay; either by eliminating breaks or by having them clock out and keep working â₠¬Å"off the clock†. This is Wal-Mart's way of saving on costs at the price of its employees.Store managers earn bonuses based on earnings. Since the corporation dictates the inventory and operating expenses, managers' only control is labor costs. Joyce Moody, a former manager in Alabama and Mississippi, told the New York Times that Wal-Mart â€Å"threatened to write up managers if they didn't bring the payroll in low enough†. Depositions in wage and hour lawsuits reveal that company headquarters leaned on management to keep their labor costs at 8 percent of sales or less, and managers in turn leaned on assistant managers to work their employee's off-the-clock or simply delete time from employee time sheet (ufcw. g). In the late 1990's Wal-Mart's annual turnover rate was a remarkably high 70 percent, 40 percent higher than in previous years (Slater 120). Wal-Mart does not see this as being a problem. The constant turnover reduces employees eligible for raises, promotions, benefits, and holds the average wage down. Just another way to keep payroll costs at a minimum. Employee Wages Wal-Mart employs 1. 3 million workers in Just the U. S. and operates more than 3,400 stores throughout the United States. A full time employee working 28- 40 hours a week at Wal-Mart is paid on an average of $250 a week.Besides having low wages, those workers who are interested or eligible in obtaining health insurance for themselves or for their family pay high premiums and frequently don't get the coverage they expect. The majority of Wal-Mart employees live below the poverty line and after making deductions in taxes and insurance coverage, a Wal-Mart employee's salary is not enough to provide them a standard way of living. â€Å"The 2003 poverty guideline for a family of four is $18,400, $4,256 more than the $14,144 in earnings a full-time Wal-Mart worker earns at $8 per hour†¦A household of four with a gross ncome of $23,920 or less could be eligible for food sta mps -$9,776 more than a full- time, $8-an-hour Wal-Mart worker would earn in a year. † (www. aflcio. org) These numDers are even worst Tor part time workers. I oaay, one -tnlra 0T Wal-Marts employees are part-time workers. They are limited to less than 34 hours of work per week and are not eligible for benefits and must wait 1 year before they can enroll. Sex Discrimination in the Work Place In addition to Wal-Mart's low wages, its female workers are more disadvantaged and discriminated against in wage than its male workers.More than two thirds of Wal- Mart's hourly employees are women and make up most of the lower wage positions which include: working the cash registers, stocking shelves and working the sales floor. Although men take responsibilities in these positions as well, the majority of men who work at Wal-Mart have positions as Management Associates or much higher ranked positions. Seventy-two percent of Wal-Mart employees are female and less than one-third of those w omen have management positions in the company.With that in mind, the average male employee was paid about $5,000 more in 2001 per year than the average female full-time employee. As Wal-Mart's own workforce data reveals, women in every major Job category at Wal-Mart have been paid less than men with the same seniority, in every year since 1997 even though the female employees on average have higher performance ratings and less turnover than men. (http://www. walmartclass. com). Dukes vs. Wal-Mart is said to be the largest and most famous gender discrimination lawsuit against a private employer and is the largest class-action suit in U.S. history, representing 1. 6 million current and former female employees. Betty Dukes was the leading plaintiff in the case and sued Wal-Mart for ex discrimination; she was a fifty-four year old African-American woman who worked as a greeter for Wal-Mart. Factors such as seniority and performance were Wal-Mart's main excuses and reasons that women ear ned from 5% to 15% less than men. It is disappointing to see that even the cashier positions, that are dominated by women, have men earning more than women.Wal-Mart not only overworks, under pays and discriminates against women, but it also provides neither childcare for workers or affordable family health benefits. Unaffordable Healthcare Deductibles Wal-Mart employees are incapable of receiving healthcare benefits available for hem because of its high cost and their low wages. Since most of Wal-Mart's employees are unable to afford these health benefits, most of these individuals either turn to government aided insurance such as Medicaid, depend on their spouse's plans, or expect to see a doctor in rare and emergency cases with no insurance.It is argued that uncovered Wal-Mart employees are not signing up for medical insurance and benefits because most of them exceed the income ceiling and are not eligible. Wal-Mart provides insurance for over 900,000 employees that are with and w ith out dependants. Employee premiums range between $143. 54 to $249. 71 per month for family coverage and $33. 04 to $72. 04 per month for single coverage. The National Average of workers covered by employer health insurance is 67 percent, and only 47 percent of Wal-Mart's employees are covered by the company's health care plan.That is a huge gap when considering that each percent represents thousands of people. Most Wal-Mart employees have a difficult time aec101ng wnetner to attaln nealtn Insurance or stay unlnsurea Tor tne sake 0T saving money. ‘Cynthia Murray, who has worked at a Wal-Mart store in Laurel, Md. , or six years, suffers from asthma, but goes to see a doctor only when she suffers a bad attack. Murray is 50 years old, makes $9. 47 an hour, and says that the Wal-Mart plan that costs $23 a month has a $1,000 deductible, which makes it too expensive for her to use. Another plan subtracts $100 from her paycheck every two weeks. l don't think anybody working at Wal- Mart has that kind of money,† says Murray. â€Å"All I'm asking from Wal-Mart is a fair share† (Gogol). Many Americans question why Wal- Mart, one of the richest companies in the United States, can't offer affordable health insurance and pay a living wage. Comparing Wal-Mart's employee health benefits and wages to Costco's employee health benefits and wages, one will notice that Costco not only pays its employees higher than Wal-Mart but their deductions are far less. â€Å"The average wage at Costco is $17 an hour†¦. a full-time worker at Wal-Mart makes $7. 0 an hour on average. Costco workers pay Just 8% of their health premiums, whereas Wal-Mart workers pay 33% of theirs. Ninety-one percent of Costco's employees are covered by retirement plans, with the company contributing an annual average of $1 ,330 per employee† (Cascio). Based on these facts, it is easy to ay that Wal-Mart employees are giving up a large portion of their paychecks to obtain health ca re. Wal-Mart employees who do have health insurance and receive coverage are paying more in premiums but receive less for their money; in large corporations this has become a trend.New laws have been passed intended to force large corporations to control employee wages and reduce insurance deductibles. From law suits to employee complaints, Wal-Mart has recently thought of ways to reduce the cost of health benefits. The new plan would charge monthly premiums ranging from $25. 00 for individuals to $65. 0 for a family, making that 45-65% less than what employees contributed in the company's existing plan. But it is not enough to reform the reputation Wal-Mart has lost or the vulnerable employees they let down. oncluslons High productivity and lowering costs is one of the top and most important objectives in business. Wal-Mart being the World's largest retailer can afford to pay their â€Å"associates† more than what the minimum wage offers. They are in fact, the richest retail er in the world and yet neglect to provide their employees affordable health care with a livable wage. Even if Wal-Mart was to pass 100 percent of the wage ncrease on to consumers, the average impact on a Wal-Mart shopper would be quite small.Wal-Mart's choice of action toward employee wages, health benefits, and bias work environment have not only brought an enormous shadow over its employees' lives but also over its own big business reputation. The injustice decisions made through out the history of Wal-Mart has changed many lives and has forever changed the American economy. In the business world, there is big, and then there is Wal-Mart. Recommendations Based on the conclusions presented above, the following actions are recommended: 1 . Retaining â€Å"associates† already on staff would be more cost affective then high employee turnover. 2.Train employees. Give the opportunity to advance and have freedom to associate and organize. 12 3. Our analysis reveals that establish ing a higher minimum wage for large retailers like Wal-Mart would have a significant impact on workers living in poverty or near- poverty. 4. In order to increase employee satisfaction, reforming the cost of health insurance would help keep Wal-Mart in good terms with their employees. 5. If Wal- Mart was to raise their prices by as little as a penny to the dollar it would afford them o pay the higher wages. Higher wages provide the employees opportunity to afford health coverage. . Implementing fair employment and labor practices.

Friday, November 8, 2019

Speed Limit Essays - Traffic Law, Road Safety, Law Enforcement

Speed Limit Essays - Traffic Law, Road Safety, Law Enforcement Speed Limit Cause and Effect Second Rewrite Picture yourself in my shoes. I'm cruising down the Montana intrastate system. Being young and stupid I am going at the unreasonably fast speed of just over 80mph. I am on a road that I travel around five times a month. I know the road well, and I feel safe at 80 mph. I have no fears, even if I do see a cop. I wouldn't get pulled over because there is no speed limit*. I coolly glance in my rear view mirror to see a car quickly approaching me. Then before I know it, the car has passed me like I'm not even moving. Naturally I look to see why they are in such a hurry, but I can't tell because they are moving to fast. The last thing I see before they are out of view is the out-of-state license plate. Once they are gone I shake my head and wonder if they know about that blind corner they are coming up upon so quickly, the one that I always slow down for. This experience has become all too common to Montanas since the repeal of the 65mph daytime speed limit. The repeal of the Montana State speed limit has had deadly effects on out-of-staters that don't know the roads, don't know what is safe, and don't understand reasonable and prudent. Now of course I am generalizing, but it seems to me that any idiot with a gas pedal should not be allowed to drive down the highway at 100+ mph. If anyone could possibly safely drive that fast, it would be the Montanan that has driven that road three times in the past week. But, it would appear to me that the very Montanan that I feel could drive that fast chooses not to. If anyone, the Montanan would know of where the deer are, if there is farm equipment around the next curve, or even to watch out for that pothole ahead. But it seems to me that it is the Montanan who knows the conditions that is getting passed. It is this Montanan that should be allowed to drive fast, if need be. Not some speed crazed loony or possibly the young college student that doesn't know what prudent is. This leads me to my question, how about an out-of-state speed limit? Montanans could still drive at speeds that they feel safe at, a reasonable speed. But out-of-staters would have to drive at a speed set by the state citizens. I know I would feel safer if the out-of-staters slowed down. So me it wouldn't seem prudent not to. * Beyond popular belief there is still a speed limit in Montana, it just isn't a number. It's what is reasonable and prudent at the time. Out-of-stater speed limits Cause and Effect Second Rewrite Picture yourself in my shoes. I'm cruising down the Montana intrastate system. Being young and stupid I am going at the unreasonably fast speed of just over 80mph. I am on a road that I travel around five times a month. I know the road well, and I feel safe at 80 mph. I have no fears, even if I do see a cop. I wouldn't get pulled over because there is no speed limit*. I coolly glance in my rear view mirror to see a car quickly approaching me. Then before I know it, the car has passed me like I'm not even moving. Naturally I look to see why they are in such a hurry, but I can't tell because they are moving to fast. The last thing I see before they are out of view is the out-of-state license plate. Once they are gone I shake my head and wonder if they know about that blind corner they are coming up upon so quickly, the one that I always slow down for. This experience has become all too common to Montanas since the repeal of the 65mph daytime speed limit. The repeal of the Montana State speed limit has had deadly effects on out-of-staters that don't know the roads, don't know what is safe, and don't understand reasonable and prudent. Now of course I am

Wednesday, November 6, 2019

Free Essays on Print Vs Press

Print vs. Press In today’s elections the Media is one of the biggest influences in most elections. Throughout the years the Media has changed quiet a bit. As in most cases, today’s technology has revolutionized the Media and the way we get our information. Not only do we hear about elections through the media, we learn of updated news pertaining to our everyday lives. There are two types of Media that presents different stimuli, which vary substantially from nature to content. The two types are the Printing press and the Electronic press. Both play major roles in educating and informing our nation. The Print media is best known for it’s â€Å"excel in conveying factual details (graber189).† Graber goes on to add that the print media is generally credited with conveying more knowledge that audiovisual media does. One Critic by the name of Neil Postman says that if our nation is exposed to too much television, we might turn into a nation of dilettantes who avoid the serious issues of the world. I think that we are seeing some of that now. Look at Clinton for example, our media has not been as involved in how well our country has been doing. Rather the media is steady telling the nation who he sleeps with and what he has for breakfast. On the contrary, the newspapers and so on are giving us facts. They are telling us more about the health care reform, and about issues over seas. We as a nation need to care more about our country and set aside some of our amusement. One on the major down falls of the printing press is that, most times the news we read is tha t of old news. If there is an attack in Russia on Wednesday, then it will not be until Thursday or Friday until we read it in the paper. Another example is that of Time magazine. Subscribers of Time usually receive their magazine a week or two later that the latest news. I think that the printing press is for the more informative group and should not be left i... Free Essays on Print Vs Press Free Essays on Print Vs Press Print vs. Press In today’s elections the Media is one of the biggest influences in most elections. Throughout the years the Media has changed quiet a bit. As in most cases, today’s technology has revolutionized the Media and the way we get our information. Not only do we hear about elections through the media, we learn of updated news pertaining to our everyday lives. There are two types of Media that presents different stimuli, which vary substantially from nature to content. The two types are the Printing press and the Electronic press. Both play major roles in educating and informing our nation. The Print media is best known for it’s â€Å"excel in conveying factual details (graber189).† Graber goes on to add that the print media is generally credited with conveying more knowledge that audiovisual media does. One Critic by the name of Neil Postman says that if our nation is exposed to too much television, we might turn into a nation of dilettantes who avoid the serious issues of the world. I think that we are seeing some of that now. Look at Clinton for example, our media has not been as involved in how well our country has been doing. Rather the media is steady telling the nation who he sleeps with and what he has for breakfast. On the contrary, the newspapers and so on are giving us facts. They are telling us more about the health care reform, and about issues over seas. We as a nation need to care more about our country and set aside some of our amusement. One on the major down falls of the printing press is that, most times the news we read is tha t of old news. If there is an attack in Russia on Wednesday, then it will not be until Thursday or Friday until we read it in the paper. Another example is that of Time magazine. Subscribers of Time usually receive their magazine a week or two later that the latest news. I think that the printing press is for the more informative group and should not be left i...

Monday, November 4, 2019

Alignment of staffing strategy with organizational strategy Essay

Alignment of staffing strategy with organizational strategy - Essay Example Human resource professionals deal with such areas as employee recruitment and selection, performance evaluation, compensation and benefits, professional development, safety and health, forecasting, and labor relations. Some of the challenges today in human resource management are maintaining a diverse workforce, dealing with major technological changes, keeping up with governmental regulations, handling corporate restructuring and downsizing, and formulating strategies essential to personnel management. As a result, many executives have suggested that effective Human Resources (HR) strategies are one of the most important aspects of successfully implementing organizational strategy within the company. For the past decades, there have been profound changes on how the role of the people in business success has been perceived. These changes have promoted the view that people management is important in maximizing organizational capabilities and should be integrated with the strategic aims of the business. One of these notable changes includes the reinvention of the government, which emphasizes on the need for performance measurement, increased efficiency and enhanced political accountability (Osborne and Gaebler, 1992). In the aspect of personnel administration, this change implies the significance of political efficiency and responsiveness as values. Moreover, the reinvention of the government had introduced the need for personnel administrators to work in coordination with other systems, which in turn leads to objective attainment and cost control. Change has brought about many important goals of HRM into view. For An example of which is the significance of labour productivity. Some authors have pointed out that labour productivity should be seen as the major goal of an organisation's labour management (Osterman, 1987). It is the touchstone against which every human resource policy should be evaluated. Thus, in formulating certain HR policies, integrating means that will promote greater productivity or cost-efficacy, should be taken into account. Aside from labour productivity, change has also introduced the need for organisational flexibility. Within this term, the word organisational is used as employers usually seek forms of flexibility that extend beyond, but cover, their employee relations (Streeck, 1987). Within the aspect of organizational flexibility, two related factors should be considered. These are short-run responsiveness and long-run agility. Short-run responsiveness involves financial and numerical flexibility. I t also includes the attempt to employ workers who are multi-skilled or cross-trained. This functional flexibility aids the organisation to maintain lower headcount but cope better with marginal improvements in production processes or product design. Long-run agility on the other hand, is more powerful yet conceptually ambiguous (Dyer and Shafer, 1999). This factor refers to the ability of the firm to learn within an environment that changes rather drastically. Strategic Staffing in an Organization It can be said that human-resource planning is a challenge because the needs of the organization are constantly changing and sometimes do not converge and such challenge can be greater if the Strategic Staffing pool is limited or

Friday, November 1, 2019

Training and Mentoring Essay Example | Topics and Well Written Essays - 750 words

Training and Mentoring - Essay Example They should be provided with all the information they need to execute those jobs (Anonymous, 1998). Thus it is inevitable that an organization welcomes and seeks out the value-added benefits resulting from training. According to Rosner, (1999) "training can be a great investment and training can be a waste of money." Of course, training can prove a waste of money if it does not deliver the goods. The key is to recognize the problems attributing to deficiencies in training and then assure that the correct training is imparted (Gupta 1999). Without the correct training, employees can be the organization's major liability. But if they are trained well, they can become an asset (Bartram and Gibson, 2000). Rosner (1999, p.43) states, "The most effective programs train workers in new behaviors and then train managers to support employees as they apply learning daily". Thus, if the training imparted has to be counted, then it should match directly to the requirements of the organization and people in it. One device that can be used is to accomplish this in the 'Training Needs Assessment.' The element of training that is chosen as mentoring which got its name after Mentor, Odysseus' family's sage counsellor in Greek mythology, has got increasing notice in recent years. A mentor is one who has accomplished career success and counsels and guides another for the purpose of helping him/her attain like success. An organization should always have research supervisors who can be mentors; they have the liability to discuss with and counsel a trainee on vistas of his/her work and professional development. The trainee can also find additional mentors informally or the organization may designate them. They are very significant in the complete experience of the trainee and may add to research output as well. In addition to determining what the employees have to learn, and providing them with mentors, the broad range of training delivery methods these days calls for the determination of the best learning method for the employees. Some of the general delivery methods are Instructor-Led Classroom training, Computer Based Training, Web Based Training, One-on-One, and Self-Study Guides. 2. How will these concepts impact you personally and professionally The concepts of training methods given in the passage if applied will enable an employee to be self disciplined and will inspire him to become motivated. The proposed training method will boost the overall personality of the employee. Awareness accrued from the practical training and experimentation as to what to do when and where will increase the self confidence of the employee and will enhance his or her potentiality in managing different situations in the personal life as well as professional environment. The conceptual training if imparted in proper order will increase the self esteem and morale of the employee. Also, it will amplify his professional output and will standardize the interaction process between the customer and himself or with the management. The training mode will become instrumental to create a new outlook in the employee to have harmonious approach in the workplace. The recognition of one's talent throughout the training will satisfy his ego which will make hi m productive. Moreover, it will bring in proper awareness to the latest technologies and information systems. It will also endorse an urge in building up new strategies to bring in