Thursday, November 21, 2019

Critically examine how a firms HR strategy could be its source of Essay

Critically examine how a firms HR strategy could be its source of competitive advantage - Essay Example This success has come with its share of problems and discrepancies as well. There have been occasions when the workforce has just not been good enough. Also the fact that this workforce has relied heavily on the adequate usage of the resources at hand is another quagmire that the peculiar business fraternities have found themselves within. The manner in which the HR operations have brought about a huge drift within the global business operations and the building up of competitive advantage over a period of time is an example in its own right and one that deserves its due share of acclaim and applaud, however the significance of having diverse workforce regimes is one aspect that needs to be understood within the proper contexts. The present day workforce depends a great deal on the way in which workers perform their duties and remain committed to the growth potentials of the business. It does not really matter if the workers are full time employees, or contingent or part time ones. What is needed and looked upon is the manner in which employees work towards attaining the goals and objectives of the business and provide benefits to the eventual position of the organization. This is the single most quintessential basis for the HR to identify with and no other aspect is deemed in the same vein when it comes to the amount of significance that the organizational employees could exhibit on any given day. (Peterson, 2002) If the HR entity has a major share of temporary workers within its fold, it is of paramount essence that the organization’s own culture is strong and there are no apprehensions in this basis whatsoever. This is because organization’s culture lays the foundation stone for their devot ion and work place performance levels to a higher magnitude. Any set of values and beliefs make up a culture, the simplest definition that one could

Wednesday, November 20, 2019

W11DBBCCDiscDQ1 and DQ2 Essay Example | Topics and Well Written Essays - 250 words

W11DBBCCDiscDQ1 and DQ2 - Essay Example The CAPM can be calculated using the following formula: Risk and return have a positive relationship. Securities that have higher risks will generate higher profits. Risk adverse investors prefer investment options with low or cero risk such as Treasury bills. The rate of return of common stocks is higher than Treasury bills due to the higher risks associated with common stocks. The value of a firm can be estimated using financial models such as the dividend discount model (Nyu). There are various factors that determine the risks of a project. Three of those factors are location of the project, timeline requirements, and quality of the labor provided by the project manager and team members. The funding available for a project is another variable that influences the success of a project. Projects that have unlimited funding have a greater chance of success than under funded projects. A major financial decision companies make is deciding the composition of the capital structure of the firm. Accountingformanagement.com (2011). The Use of Net Present Value (NPV) Method in Capital Budgeting Decisions – Discounted Cash Flows. Retrieved September 3, 2011 from

Monday, November 18, 2019

Consumer Mathmatics and Statistics Assignment Example | Topics and Well Written Essays - 500 words

Consumer Mathmatics and Statistics - Assignment Example On the first look, we may say that the claim would be true and we are more likely to believe on it. But, we should also consider that the researcher is implying a connection between Vitamin E being an antioxidant and that it may help fight cancer and heart disease. That is a faulty connection. Noticeably, the use of the word â€Å"might† reduces the ability of the claim to be a 100% true. For we know, using words such as â€Å"may† or â€Å"might†, does not guarantee or assure us that a result will always follow. The researcher has not established a correction connection, thus, used the statistics incorrectly, specifically implied connection mistake was committed (Statistics, nd). To address the problem, the researcher must avoid using words that would suggest a doubt to the readers. Another misuse of statistics is called suspect samples. To illustrate this, let us consider a statement made by an author in a recent article, claiming that 71% of adults do not use sunscreen. Determining the correct sample size and correct sampling method is one of the crucial parts of doing statistics. The previous statement is quite misleading since the sample used was not declared or where did the sample has came from was not stated. If these 71% of the adults are from the North Pole, which there is no enough sunlight for nearly four months, then that would be true. However, the conclusion would not be correct since those adults do not represent the whole number of adults in the US or in the world. Or, if the samples were from countries like Saudi Arabia, the Middle East or regions experiencing a hot climate and direct sunlight, the results would have been different. That is, we can conclude that most adults are using sunscreen. In eliminating the mistake, the researcher should present a data or report that the readers can conclude that the samples are really representative of the population being studied, or indicate a reliable source of the information

Friday, November 15, 2019

Literature Review on Online Gaming

Literature Review on Online Gaming The purpose of this study is to map out and see the relationship between MMORPG game player personalities and style based on player type theory and game players’ thinking preferences in order to increase sales, opportunity to improve in game development and apply thinking preference to offer personalize in-game product or promotion by using framework of Player type theory and Whole brain thinking preference model relationship. This chapter provides a review of overall concept and theory among different researches from different authors which are discussed with different topics as follow: Online game MMORPG game Player type theory Whole Brain thinking preference model Brief history of PC/online games play important roles. Computer games’ influence is growing continuingly as research shows that the age of children playing games continue to be younger and internet usage among children becomes more popular. Moreover, the internet access has become widespread since 1990s, which impacted people’s working, socializing and behaviors (Dindar Akbulut, 2014). The Internet become an important media role in information age especially for children and youth who are a group that influences by internet use (Makesrithongkum, 2009). The internet also has a great impact on marketing concepts especially in the game sectors in terms of alerting relationship marketing activities with customers (Maklan Klaus, 2011). Online games become interactive because they allow game players around the world to interact with each other in one single platform. Eventually, online games began to becoming the important factor of our social culture (Nuangjumnonga Mitomo, 2012) and (Williams et al., 2008). Online games also bring people together to form society which players interact with each other in virtual world that are always on. These worlds, called â€Å"massively multiplayer online games† or MMOs (Steinkuehler Williams, 2006). As the computers and online games market grew rapidly many people especially teenager spend great amounts of time playing online games (Boyle, Connolly, Hainey, 2011; Gonzà ¡lez-Gonzà ¡lez, Toledo-Delgado, Collazos-Ordoà ±ez, Gonzà ¡lez-Sà ¡nchez, 2014). Challenges for marketing industry in measurement of online game players’ interaction with a game become critical since it is an important key for company sustainability (Tony, Richard, Paul, 2009). Moreover, there is a few knowledge about how customer experiences on online game that would be from their consumption which might be interpreted into customer value perception (Iyanna, Bosangit, Mohd-Any, 2012). Brief history of Massively Multiplayer Online Role-Playing Games (MMORPGs) play important roles. The history of MMORPG was born in 1970s and was started as a â€Å"Multi User Dungeons (MUDs)† on the Advanced Research Projects Agency Network (ARPANET) back in the mid-1970s and currently this industry is continue to grow rapidly (Daniel Daniel, 2012, chap. 41; Hou et al., 2011; Lo Wen, 2010; Rezaei Ghodsi, 2014). MMORPGs are form of MUD games that offer a persistent 3D virtual world to support thousands of players to playing together on the Internet or PCs (Lo Wen, 2010). â€Å"In an MMORPG, the world exists before the user logs on, and continues to exist when the user logs off† (Yee, 2006). In the year of 2003, â€Å"Ragnarok Online†, on of MMORPG licensed from Gravity Corporation, South Korea. It was localized into Thai language to serve Thai gamers. â€Å"This game was an immense success, with the highest peak Concurrent Users of over 110,600† (ASIASOFT CORPORATION PUBLIC COMPANY LIMITED, 2013). Massively multiplayer online role-playing games (MMORPGs) provide game players many game-play options. It allow players to connect and interact with other players in open-world virtual landscapes filled with a variety of possible activities. It able players to be able to create and control their own avatars to play with others either as allies or competitors in 3D graphical video environments (Steinkuehler Williams, 2006). These games attract lots amount of players of all ages, nationalities, and occupations, and average playing time for these games is usually in excess of 20 h per week (Griffiths, Davies, Chappell, 2004; Williams et al., 2008; Yee, 2006a). The popularity of massively multiplayer online role-playing games (MMORPGs) makes it very important to investigate how they impact on gamers’ lives (Zhong, 2011). Furthermore, it is even more important to understand how to design a successful MMORPG that can satisfy the target game players (Ang, Zaphiris, Mahmood, 2007; Lo Wen, 2010; Zhong, 2011) and retain them (Hou, Chern, Chen, Chen, 2011). In terms of game business, one of the leading game company in Thailand with the offering of 17 MMORPGs game (only count the ones offer in Thailand), Asiasoft Corporation Public Company Limited (the â€Å"Company† or â€Å"AS†) has generate their revenue by offering (1) Air Time sale in which players have to pay base on their hours of playing MMORPG games (2) Item sale in which players able to play MMORPG games free of charge but company will sell in-game items such as equipment, accessories or some other items that make that player become better in somehow than other player who does not purchase in-game items. In-game items sometime come with marketing campaign by offering on sales price in order to attract player to purchase them. Currently, revenue model of online game has shift from Air Time sale to Item sale. The reason behind is that there are more chance for game player to be attracted because they can play MMORPG game for free which also increase the chance to se ll in-game items later on (ASIASOFT CORPORATION PUBLIC COMPANY LIMITED, 2013). MMORPGs brought a significant role in online game player interactions within game industries. MMORPG users experience more complicate gaming behavior compared to other virtual games players so this issue leads to further research in the MMORPGs industry (Stetina, Kothgassner, Lehenbauer, and Kryspin-Exner (2011); Rezaei Ghodsi, 2014). In software industry, software developer which provide consumers with personalized product based on individual preference have been shown to be better choices (Murray Hà ¤ubl, 2009). There are multidimensional influences of motivational factors those were relatively neglected in previous related studies including research of (Nuangjumnonga Mitomo, 2012) which has done the research that seek for the correlation that exists between character roles in games and leadership in everyday life. The research is about roles in the game and leadership styles are linked and how they influence each other using (Multiplayer online battle arena) MOBA game genre and three styles of leadership which develop from IBM’s research project. The researchers also conduct a survey regarding gameplay behaviors and leadership behaviors distributed in Thailand to identify the game roles which taken by the game players and also to identify their leadership styles. The result shows correlations between relationship of game and leadership style. Some of research mention about gaming environment have tremendous impact and players are motivated to engage them (Ryan, Rigby, Przybylski, 2006). There are theories of motivations that have been applied to game and motivate player. Yee (2007) has presented studies focus on (Massively Multiplayer Online) MMO games that involve with players interact in virtual environment (in game) through online game character. In his research, he identified different factor analysis including overarching, non-exclusive, motives. These factors were derived from Bartle’s type theory. Another theory has been address which is called Self-determination. In its early development, researcher focus on motivation based on the inherent satisfactions derived from action (Ryan Deci, 2000a). Base on Self-determination theory, intrinsic motivation is the core type of motivation underlying play and sport (Frederick Ryan, 1993, 1995; Ryan, Rigby, Przybylski, 2006), and it is a type of motivation related to computer game participation in which people typically play these games because they are intrinsically satisfying (Malone Lepper, 1987; Ryan, Rigby, Przybylski, 2006) or, as Bartle (2004) state that players are seeking â€Å"fun†. Player type theory One of the major concern about MMORPGs study is to identify the motivations of game players to engage in gaming environments. Bartle’s (1996) player taxonomy was among the first studies to describe player motivations in virtual worlds. Bartle’s (1996) player type theory was stated that there are four main reasons why people continue playing Multi-User Dungeon (MUDs: ancestors of MMORPGs) which are to achieve in the game, imposition others, explore through the game, and socialize with other players. This theory first start off with taxonomy of game players of MUDs or Multi-User Dungeon which is the multiplayer online game that allow many players to join at the same time. According to Bartle’s player type theory, there are four things that people typically enjoyed personally about MUDs were: Achievement within the game context – Players set goals or mission by themselves and try to achieve them. In MMORPG game, they would be the ones that try to gain point and gaining level as their main goal. They will explore only to seek for new items or treasure. Socializing is needed when they wants to know about how to improving their points in the game and gain knowledge to apply to be better player in the game. They will be killing others only to eliminate rivals or get rid of people who get in the way or gaining some point which awarded from killing other players. Achievers are focusing on master the game. They analyze which way they would accomplish the game and achieve them base on their action. They focus on acting (role play in the game, mission and goal) and world (game environment that makes them accomplish something in the game). Exploration of the game – Players try to know as much as possible about the virtual world in terms of mapping. They usually go in the wild and out-of the way places. They seek for interesting places and features in the game. Scoring point is only necessary when it allows player to be able to access to other new places. They focus on interacting with the world. They are proud from knowing about the game more than other players. Socializing with others – Players use the role-playing game to interact with other players. They interest in people over than context of the game itself. Scoring point is only necessary when it allows player to be able to gain access to some communication which available only for the one who meet the target. Exploration is only necessary for players when they only want to know what others are talking about. Killing is only for revenge upon someone who has cause pain to a friend. Imposition upon others – Players use tools provided by the game to offend other players. They usually find weapons and apply it to another player in the game. Knowledge about the game does not needed but only need when it can apply to the person. They are proud of their reputation and fighting skills. Figure 5: Player type theory graph Whole brain thinking model In the past, there are numbers of researches that have tried to identify thinking style of people. There are some theories and research which able to identify different thinking style which will be apply in this research. Whole brain thinking preference model was develop in the year of 1996. This instrument is based on belief that parts of the brain (left and right hemisphere, cerebral and limbic brain) form a grid that divide into quadrants resulting in different brain dominance of each person (Orcik, Vrgovic, Tekic, 2013). Triune Brain theory Triune Brain theory was invented by Paul McLean in 1968. The theory itself separate human brain into three layers which works differently for each part (McLean, 1990). It consists of the reptilian brain (core brain), the limbic system (mid layer), and the cerebral system (outer layer) (McLean, 1990à ¢Ã¢â€š ¬Ã‚ ¬) which is described as follows: The Reptilian brain functional to controls every basic function of our living. It maintains patterns and habits of human body and controls primitive behavior, sensation, and survival. Environment does minimal effects to this part of brain. The Limbic system is considered to be primary centers of emotion thinking, form and sequence which play a key role in memory transformation and retrieval (Andrew, 2001). McLean acknowledges that the senses we feel about the rationality of our thoughts has its roots in this system of emotional intelligence (McLean, 1990). The Cerebral system (Neocortex) is a part that does all planning, analysis, synthesis, reasoning thinking, problem solving and decision-making which consider to be the most complex part. It provide logical and formal operational thinking possible and allows us to plan for the future. It is kept all gained knowledge and allows us to reuse that knowledge in the future. Left Brain/Right Brain theory Theory of Left Brain/Right Brain was discovered in 1970 by Roger Sperry. The experiments revealed that the left and right hemispheres of the brain were actually functioning independently from each other. Right side of the brain function as recognizing faces, expressing emotions, musical ability, intuition, creativity, humor and metaphor. However, left side of the brain is able to function as analytical, language, logic, critical thinking, numbers, time sequencing and reasoning. Whole Brain thinking preference model Whole Brain Thinking is the ability for individuals to act outside of their own preferred Thinking Preference (Brian, 2011). Each individual has their own dominance thinking preference therefore, tools to measure is needed. Ned Herrmann cluster human brain into four different parts by combining between the theory of Triune Brain (McLean, 1990) and Left Brain and Right Brain theory (Roger, 1985; Springer and Deutch, 1985). Ned Hermann developed the Whole brain model that can be measured each person and categorize them into one of the four quadrants by using Herrmann Brain Dominance Instrument as a tool. The result shows degree of dominance of a person in four thinking structures of human brain. The Whole Brain model divided human brain into a grid that contains four equal quadrants, and labeled by using first four letters of alphabet to indicate A as an upper left quadrant, B as a lower left quadrant, C as a lower right quadrant, and D as an upper right quadrant. The letters A and D represent the cerebral system, and the letters B and C represent the limbic system (Herrmann, 1996; Brian, 2011) as shown in the figure below and describe later on. Figure 6: Whole Brain Model Quadrant A refers to Analyzer who deals with logical, analytical, fact based, and quantitative. Analyzer tends to think logically, analyze facts and process numbers. Persons who rely in this quadrant will perform logic thinking to do problem solving and have realistic thinking (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant B refers to Organizer who deals with organization, sequential thinking, planning and detail. Organizer tends to make everything goes smoothly and perfectly based on their plans. Persons who rely in this quadrant also like to get things done on time. They are detail oriented and does not use emotion to make a decision and tend to avoid risks and do everything conservatively (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant C refers to Personalizer who deals with kinesthetic, emotional, feelings based and interpersonal skills. Personalizer tends to be people-oriented and tender. Persons who rely in this quadrant always care others’ feeling and looks to other people’s values. They will be a friendly, trusting and empathetic person (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Quadrant D refers to Visualizer who deals with intuitive thinking, integration, synthesizing, and a holistic approach. Visualizer tends to be able to see the big picture and try to solve problem based on their instinct. Persons who rely in this quadrant are visionary and imaginative. They like changing, challenging and risk taking; dislikes any forms of rules and regulations (Rittippant, Ruyaporn, Hongpaisanvivat, Limrahaphan, Kasemweerakul, 2013). Each of human being has different brain dominance. Moreover, most people tend to have at least one dominant or preferred quadrant based on whole brain model. There are no better or worse among each of dominance quadrants. Eventually, each of the dominance quadrants will express Thinking Preference in that person. These will lead to different game playing style in MMROPG genre. Herrmann Brain Dominance Instrument (HBDI) Herrmann Brain Dominance Instrument (HBDI) is a tool to measuring the degree of preference between each of the four individual thinking structures (quadrants) and each of the four-paired structures (modes). HBDI is the only assessment based on the metaphor of how our brain actually works. It is only used to determine thinking styles and preference rather than the psychology of personality or behavior. The Whole Brain model divided human brain into four equal quadrants, and labeled by using first four letters of alphabet including A as an upper left quadrant, B as a lower left quadrant, C as a lower right quadrant, and D as an upper right quadrant. The letters A and D represent the cerebral system, and the letters B and C represent the limbic system (Herrmann, 1995; Brian, 2011).  © 2014 Tanarat Hongpaisanvivat All Rights Reserved

Wednesday, November 13, 2019

Lebanon Essay example -- Lebanese History, Religion, Politics

In the United States, citizens take their freedom and rights on numerous things for granted. Different countries, such as Lebanon, do not get to experience the wide range privileges we have grown accustomed to in America. Settled in the western party of Asia, Lebanon appears to be a quiet and calm country. But Lebanese citizens constantly debate and fight over their country’s status on controversial and different human rights, such as laws against the gays and their country’s women’s right, on a daily basis. Lebanon is a country very well known for its strict religious Muslims upbringing (Lebanon 2011). Because of the country’s religious background, sexual relations and sexuality remains a notorious topic that is not discuss amongst others. According to Article 534 of the Lebanese Penal Code, it is forbidden to participate in sexual relations that go against what the Lebanese citizens consider as laws of nature, such as homosexuality, adultery, sodomy, and fornication. If they were to be caught, punishment of a year or more in prison will be the result of the crime (LGBT rights in Lebanon 2011). Not only does Lebanon’s laws and strict religion prevents citizens in partaking what they consider a devious act, their society also plays a large role in attempting to stop homosexuality to spread throughout their country. In 2003, Lebanese media reported a situation at a Dunkin Donuts store, where the general manager refused to serve any customers that are gay or appear to be gay looking. Her defense for her action was that she wanted to reassure the parents of the children that came by were being protected and taken care of (LGBT rights in Lebanon 2011). If a scenario similar to this had happen in the United States, the general mange... ...establishes a balance of power among the major religious groups in the country (Human Rights in Lebanon 2011). More than half the population in Lebanon consider themselves as Muslims, while only 39% are Christians (Lebanon 2011). In this case, Muslims would be placed higher in authority and power compared to Christians. Generally the government respects all aspects of religions, but when it comes to politics, usually the superior religion will win the office (Human Rights in Lebanon 2011). Many of Lebanon’s human rights in their country are considered unreasonable and unfamiliar to American citizens who take their constitutional rights for granted. Regardless of the United States’ fortunate human rights act, Lebanon is a country of its own; it’s not America. Whenever they are ready, Lebanon will make new laws and changes that best suits its modernized country. Lebanon Essay example -- Lebanese History, Religion, Politics In the United States, citizens take their freedom and rights on numerous things for granted. Different countries, such as Lebanon, do not get to experience the wide range privileges we have grown accustomed to in America. Settled in the western party of Asia, Lebanon appears to be a quiet and calm country. But Lebanese citizens constantly debate and fight over their country’s status on controversial and different human rights, such as laws against the gays and their country’s women’s right, on a daily basis. Lebanon is a country very well known for its strict religious Muslims upbringing (Lebanon 2011). Because of the country’s religious background, sexual relations and sexuality remains a notorious topic that is not discuss amongst others. According to Article 534 of the Lebanese Penal Code, it is forbidden to participate in sexual relations that go against what the Lebanese citizens consider as laws of nature, such as homosexuality, adultery, sodomy, and fornication. If they were to be caught, punishment of a year or more in prison will be the result of the crime (LGBT rights in Lebanon 2011). Not only does Lebanon’s laws and strict religion prevents citizens in partaking what they consider a devious act, their society also plays a large role in attempting to stop homosexuality to spread throughout their country. In 2003, Lebanese media reported a situation at a Dunkin Donuts store, where the general manager refused to serve any customers that are gay or appear to be gay looking. Her defense for her action was that she wanted to reassure the parents of the children that came by were being protected and taken care of (LGBT rights in Lebanon 2011). If a scenario similar to this had happen in the United States, the general mange... ...establishes a balance of power among the major religious groups in the country (Human Rights in Lebanon 2011). More than half the population in Lebanon consider themselves as Muslims, while only 39% are Christians (Lebanon 2011). In this case, Muslims would be placed higher in authority and power compared to Christians. Generally the government respects all aspects of religions, but when it comes to politics, usually the superior religion will win the office (Human Rights in Lebanon 2011). Many of Lebanon’s human rights in their country are considered unreasonable and unfamiliar to American citizens who take their constitutional rights for granted. Regardless of the United States’ fortunate human rights act, Lebanon is a country of its own; it’s not America. Whenever they are ready, Lebanon will make new laws and changes that best suits its modernized country.

Sunday, November 10, 2019

Traditional Vs Interactive Simulation Effect On Students Education Essay

Chapter 4This chapter describes the consequences of the statistical analyses of the informations collected in order to prove the research hypotheses that guided this survey. It besides contains the treatment sing the results from these analyses and information gathered from the Pre-test and post-test on Electrostatic for control group ( learning with traditional manner ) and experimental group ( learning with synergistic simulation and besides questionnaire on pupils ‘ attitude towards larning scientific discipline.4.1 Reliability of trial instrumentsThe Cronbach ‘s alpha dependability coefficient was calculated to find the dependability of the trials instruments. Table 4.1 shows that the Cronbach ‘s alpha dependability coefficients are scope from 0.600 to 0.885. This indicates the trial points are acceptable for usage in the survey. Table 4.1 Cronbach ‘s Alpha Reliability for Test on Electrostatic and Questionnaire on Attitude. N of points Cronbach ‘s Alpha Reliability Attitude towards Science 28 0.885 Trial on Electrostatic 27 0.6444.2 Traditional vs. Interactive Simulation consequence on pupils ‘ accomplishment on ToEThis subdivision describes the consequences of analyses to obtain replies for the first research aims: To look into the effectivity of two different instructional attacks ( I ) learning with traditional manner or ( two ) instruction and larning with Interactive simulation on pupils ‘ accomplishment on trial of electrostatic In order to arouse replies to the research aim, the undermentioned research inquiry and research hypotheses were formulated. Research Question 1: Is there important consequence in pupils ‘ accomplishment on Pre and Post trials on electrostatic ( TOE ) for ( one ) control group ( learning with traditional manner ) and ( two ) experimental group ( learning and larning with synergistic simulation ) ? The void hypotheses are formulated in order to reply research inquiry 1: H 1: There is no important difference in pupils ‘ accomplishment on the pre and station trials on electrostatic for control group ( learning with traditional learning manner ) . H 2: There is no important difference in pupils ‘ accomplishment on the pre-post trials on electrostatic for experimental group ( learning and larning with synergistic simulation ) . Paired sample t-test was conducted severally on the average tonss of pre and station trials on electrostatic ( ToE ) for ( one ) control group ( learning with traditional manner ) and ( two ) experimental group ( learning and larning with synergistic simulation ) . Table 4.2 Consequences of Paired sample on Test on Electrostatic ( ToE ) for control ( n = 31 ) and experimental groups ( n=25 ) Sample Group Trial on Electrostatic Mean Score South dakota Mean Diff. South dakota T Sig. ( 2-tailed ) Effect Size ( Eta ) Control Group ( Teaching with Traditional manner ) Pre Post 9.19 18.06 2.71 5.43 8.87 4.84 10.20 *.000 0.71 Experimental Group ( Teaching and larning with synergistic simulation ) Pre Post 8.72 22.16 4.33 4.68 13.44 3.80 17.69 *.000 0.83 *p & A ; lt ; 0.054.2.1 Consequences of mated sample t-test for Hypothesis 1.A paired-samples t-test was conducted to measure the impact of the intercession on pupils ‘ mean tonss on the ToE for control group ( learning with traditional manner ) . It can be seen that from Table 4.2, there was a statistically important addition in the mean mark between the Pre and Post on ToE for control group from ( M= 9.19, SD=2.713 ) to ( M=18.06, SD=5.428 ) severally at T ( 30 ) = 10.20 at P & A ; lt ; 0.05 degree. The consequence size ( .71 ) indicates a big consequence size on pupils ‘ accomplishment before and after. The average mark difference between Pre and Post ToE is M=8.87. Therefore the void hypothesis 1 is rejected. This indicates that there is important difference in pupils ‘ mean mark for control group ( learning with traditional manner ) before and after intercession. It means that the pupil performed significantly better in the post-test compared to their public presentation in the pre-test. This shows that pupils do understand to what the instructor is learning.4.2.2 Consequences of mated sample t-test for Hypothesis 2.Same trial has been conducted to measure the impact of the intercession on pupils ‘ mean tonss on the ToE for experimental group ( learning and larning with synergistic simulation ) . Besides from table 4.2, there was a statistically important addition in the mean mark difference between the Pre and Post on ToE for experimental group from ( M = 8.72, SD = 4.326 ) to ( M = 22.16, SD = 4.679 ) at T ( 24 ) = 17.69 at P & A ; lt ; 0.025 degree. The consequence size after intercession for experimental group ( learning and larning with synergistic simulation ) is ( .83 ) indicates a really big consequence to pupils ‘ accomplishment in ToE. The average mark difference between Pre and Post ToE is ( M = 13.44 ) . With these, the void hypothesis 2 is besides non accepted. This means there is important difference in pupils ‘ accomplishment after intercession utilizing synergistic simulation. It means that the pupil besides performed significantly better in the post-test compared to their public presentation in the pre-test after utilizing synergistic simulation in the instruction and learning electrostatic.4.2.3. DecisionFrom the consequences of the tabular array above, it can be concluded that after learning either with traditional method or utilizing synergistic simulation, it have significantly consequence on pupils ‘ accomplishment in trial on electrostatic. However harmonizing to the findings, it was found out that pupils ‘ accomplishment is somewhat higher in experimental group ( learning and larning with synergistic simulation ) compared to pupils ‘ accomplishment in control group ( learning with traditional manners ) as the consequence size is 0.83 and 0.71 severally. It shows larning public presentation was better when utilizing simulations in instruction and acquisition compared to learning with traditional manner. Research Question 2 Is there important difference in pupils ‘ accomplishment on Pre and Post Test on Electrostatic ( ToE ) between control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) ? The void hypotheses are formulated in order to reply research inquiry 2: H 3: There is no important difference in pupils ‘ accomplishment on the pre-test on electrostatic between control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) . H 4: There is no important difference in pupils ‘ accomplishment on the post-test on electrostatic between control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) . Independent sample trial was conducted on the average tonss of pre and station trials on electrostatic between control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) . Table 4.3 Consequences of Independent T-Test on Test on Electrostatic for control and experimental groups Trial on Electrostatic Group Mean South dakota Mean Diff. T Sig. ( 2-tailed ) Effect Size ( Eta ) Pre Control Experimental 9.19 8.72 2.71 4.33 .474 .477 .636–Post Control Experimental 18.06 22.16 5.43 4.68 4.10 2.98 *.004 0.40 *p & A ; lt ; 0.0254.2.4 Consequences of independent sample t-test for Hypothesis 3In this subdivision, it shows that there is non differ significantly, ( t = .477, DF=38.54, p=.636 ) in pre-test on electrostatic between control group ( learning with traditional manner ) and experimental group ( learning with synergistic simulation ) as ( M = 9.19, SD = 2.71 ) and ( M=8.72, SD=4.33 ) . There is merely a little mean difference between both groups i.e. ( M=.474 ) . Therefore the void hypotheses 3 can be accepted. This means that the degree of apprehension of the pupils towards electrostatic in both category i.e. control group and experimental group are the same.4.2.5 Consequences of independent sample t-test for Hypothesis 4By looking at table 4.3 under post-tests for both groups, it shows that there is significantly difference between post-test on electrostatic between control group ( learning with traditional manners ) and experimental group ( learning with synergistic simulation ) as T ( 54 ) = 2.98 at P & A ; lt ; .025. This is because the average difference is big i.e. ( M = 4.10 ) comparison to the pre-test mean difference. The consequence size is ( =.40 ) which means giving a moderate consequence when the pupils intervene by synergistic simulations. But still, it shows great betterment in post-test on electrostatic between control group ( learning with traditional manner ) and experimental group ( learning with synergistic simulation ) as ( M = 18.06, SD = 5.43 ) and ( M=22.16, SD=4.68 ) . This shows that with the aid of synergistic simulations, it so effectual in bettering pupils ‘ accomplishment in natural philosophies topics. The void hypothesis will non be accepted.4.2.6 DecisionThe consequence from the independent trial analyses, there is no important difference between pre-test of control and experimental group. However, there is extremely important difference between post-test control group and experimental group at P & A ; lt ; .05. And the consequence size indicates that learning with synergistic simulation do hold moderate consequence on pupils ‘ accomplishment on electrostatic. From the consequences it shows that synergistic simulation can assist in pupils understanding better in natural philosophies constructs compared to learning with traditional manner.4.3 Traditional vs. Interactive Simulation consequence on pupils ‘ attitudes towards ScienceThis subdivision describes the consequences of analyses to obtain replies for the 2nd research a ims: the consequence of on control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) on pupils ‘ accomplishment and attitude towards Science. In order to arouse replies to the research objectives, the undermentioned research inquiry and research hypotheses were formulated. Research Question 3 Is there important difference in pupils ‘ attitude before and after learning for experimental group ( learning and larning with synergistic simulation ) ? The void hypotheses are formulated in order to reply research inquiry 3: H 5: There is no important difference in pupils ‘ attitude before and after learning for experimental group ( learning and larning with synergistic simulation ) . H 6: There is no important difference in pupils ‘ attitude before and after learning for experimental group ( learning and larning with synergistic simulation ) for different sphere. Paired sample t-test was besides performed on the average difference of pupils ‘ attitude toward scientific discipline before and after learning for both experimental group ( learning and larning with synergistic simulation ) and for different sphere ( involvement, pertinence, continuity and motive ) at P & A ; lt ; .05. Table 4.4 Consequences of Paired sample on Survey on pupils ‘ attitude towards larning Science for control and experimental groups Sample Group Survey Nitrogen Mean Mark South dakota Mean Diff. South dakota T Sig. ( 2-tailed ) Effect Size ( Eta ) Control Group Pre Post 31 31–3.74–.483–––––Experimental Group Pre Post 25 25 3.50 3.97 .326 .440 .467 .613 3.81 .001 0.524.3.1 Consequences of mated sample t-test for Hypothesis 5.Table 4.4 reveals that the difference between the pre-survey and post-survey for experimental group is statistically important at T ( 24 ) = 3.81 at P & A ; lt ; 0.01 degree. As the mean of pupils ‘ attitude towards scientific discipline was increased from ( M= 3.50, SD=.440 to ( M=3.97, SD=.326 ) with the average difference of ( M=.467 ) . It indicates that the pupils ‘ attitude towards scientific discipline is going more positive after being introduced to interactive simulation and the consequence size Tells with synergistic simulation, it does give great impact on attitude of pupils. As during the lessons, for experimental groups they interact with the pedagogue while the instructor explains the electrostatic by utilizing the synergistic simulation. This shows that pupil truly interested to cognize what happens.4.3.2 Consequences of mated sample t-test for Hypothesis 6.From table 4.5, there are statisticall y important for all the spheres as for involvement T ( 24 ) = 6.162, pertinence T ( 24 ) = 2.552, and motive T ( 24 ) = 2.751 at P & A ; lt ; .025 excepting continuity T ( 24 ) = 2.367 shown non important at P & A ; lt ; .025. Out of the four dimension, involvement in larning scientific discipline has the highest average difference ( M =.726 ) followed by pertinence ( M =.400 ) and so motive ( M =.360 ) . The tabular array farther Tells that after the pupils being taught utilizing synergistic simulation, it gave great impact on pupils ‘ involvement towards larning scientific discipline as the consequence size is ( .67 ) i.e. large consequence. Along with pertinence and motive as both gave moderate consequence ( .40 ) every bit good as continuity ( .32 ) . Therefore the void hypotheses is rejected for 3 spheres i.e. motive, involvement and pertinence except for continuity, there is no important difference therefore, void hypothesis is accepted. Table 4.5 Consequences of Paired sample on Survey on pupils ‘ attitude towards larning Science for different sphere for experimental groups Sphere Survey Mean South dakota Mean Diff. South dakota T Sig. ( 2 tailed ) Effect Size ( Eta ) Interest Pre Post 3.29 4.02 .441 .370 .726 .589 6.16 *.000 0.67 Applicability Pre Post 3.56 3.96 .516 .416 .400 .784 2.55 *.017 0.40 Continuity Pre Post 3.69 4.05 .561 .470 .360 .761 2.37 .026 0.32 Motivation Pre Post 3.47 3.86 .521 .404 .383 .696 2.75 *.011 0.404.3.3 DecisionsFrom the information analyses above, this proved that pupils ‘ attitude towards scientific discipline shows more positive after been exposed to new learning manner i.e. learning with synergistic simulation. Therefore both hypotheses 5 and 6 are rejected as there are important differences in pupils ‘ average attitude towards Science. This means synergistic simulations able to hold on pupils ‘ attending and hike their involvement and motive to larn Science. Research Question 4 Is there important difference in pupils ‘ attitude after learning between control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) ? The void hypotheses are formulated in order to reply last research inquiry 4: Hypotheses 7 There is no important difference in pupils ‘ attitude towards scientific discipline after learning between control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) . Hypotheses 8 There is no important difference in pupils ‘ attitude towards scientific discipline after learning between control group ( learning with traditional manner ) and experimental group ( learning and larning with synergistic simulation ) for different sphere ( involvement, pertinence, continuity and motive ) Independent sample trial was conducted on the average difference of pupils ‘ attitude toward scientific discipline before and after learning for experimental group ( learning and larning with synergistic simulation ) and for different sphere ( involvement, pertinence, continuity and motive ) at P & A ; lt ; .05.4.3.4 Consequences of independent sample t-test for Hypothesis 7Under this subdivision, the average study points is at P & A ; lt ; 0.05 which indicates that pupils ‘ attitude towards larning Science do differ significantly after learning i.e. comparing between learning with traditional manner and synergistic simulation. Table 4.6Independents sample Test on pupils ‘ attitude towards scientific discipline after learning between Control group ( learning with traditional manner ) and Experimental group ( learning with synergistic simulation ) Survey Group Nitrogen Mean South dakota Mean Diff. T Sig. ( 2-tailed ) Effect Size ( Eta ) Post Control Experimental 25 31 3.74 4.02 .483 .327 .287 2.64 .011 0.34 This indicates learning with synergistic simulation make assist student better engage in the lesson taught. And be more synergistic with the instructor as compared to traditional instruction manner.4.3.5 Consequences of independent sample t-test for Hypothesis 8Table 4.7 Independent T-test on pupils ‘ attitude towards scientific discipline after learning between Control group ( learning with traditional manner ) and Experimental group ( learning with synergistic simulation ) in different sphere Sphere Group Nitrogen Mean South dakota Mean Diff. T Sig. ( 2 tailed ) Effect Size ( Eta ) Interest Experimental Group 25 4.10 .414 .492 4.06 *.000 0.50 Control Group 31 3.61 .478 Applicability Experimental Group 25 3.98 .409 .218 1.74 .087 0.22 Control Group 31 3.77 .505 Continuity Experimental Group 25 4.10 .447 .180 1.26 .214 0.20 Control Group 31 3.91 .621 Motivation Experimental Group 25 3.97 .396 .299 2.32 *.024 0.30 Control Group 31 3.67 .535 As seen from the tabular array when comparing the station study of control and experimental groups merely two of the dimension differ significantly i.e. involvement and motive towards scientific discipline. Whereas, pertinence and continuity towards scientific discipline remain the same for both groups, this indicates there is no important difference. There were large consequence size for involvement sphere ( =.50 ) and moderate consequence size ( =.30 ) . Whereas consequence size for pertinence and continuity indicates little consequence size ( =.22 ) and ( =.20 ) severally.4.3.6 DecisionThe independent trial for this subdivisions conclude that learning with synergistic simulation do give little consequence on pupils ‘ attitude towards scientific discipline. But for the sphere, pupils ‘ involvement towards scientific discipline shows consequence as P & A ; lt ; .05. On the other manus, pupils ‘ pertinence towards scientific discipline does non demo any important di fference as P & A ; gt ; .05.4.4 Students InterviewThe followers was the extract of pupils interview on what do they believe between larning traditionally and larning with the aid of synergistic simulation. Teacher: Which manner of learning would you preferred? Students: Teacher: Is the teacher manner of learning easier to understand? Students: Teacher: In your sentiment, what do you anticipate the instructor to make, to do the lesson interesting? Students: Teacher: Do you believe with the aid of ICT can do the lesson interesting and assist you understand better/ for case what the instructor did in the schoolroom Students:

Friday, November 8, 2019

Expert Interview with Steve Frederick Should You Get a Career Coach

Expert Interview with Steve Frederick Should You Get a Career Coach Steve Frederick has a unique perspective on hiring; as an executive career coach for Lucrative Careers, he helps people find the jobs that better fit their lives, one client at a time. He discussed hiring and careers with us in this interview. What’s the role of a career coach?First, helping clients to find their way in a rapidly-changing job market. He or she helps the client to get in touch with what they want to do, to find where they can do it and to get the satisfaction and the money they need.Second, assisting the client in marketing him or herself. Many people have been busy working, and they haven’t had to articulate what it is that they do. But unless they do that well, both verbally and on paper, their chances of getting hired drop precipitously. I once spent a whole hour with an engineer to get just one one-minute story about an accomplishment into plain English.Third, provides training in how to network effectively: How do I get in to see the people I need t o talk to; what do I say while I’m there; and how do I get them to refer me to others?Fourth, helping clients to use their time effectively. The longer the search goes on, the more expensive it is in dollars, energy expended and negative impact on self-esteem. One woman, for example, had been out of work for a year, despite being very accomplished and personable. She also had been â€Å"networking† like crazy. She was keeping Starbucks profitable with all the coffees she had scheduled. We found, though, that she was just randomly talking to people she met at job search groups. In the year that she had been out of work, she hadn’t talked to anyone in her industry.Fifth, support to help clients keep going when things get tough. It’s a very difficult process that can be brutal on people’s self-esteem. Many times, people get discouraged; some want to give up.Sixth, accountability to keep the process moving. It’s easy to be â€Å"busy† wit hout getting the important things done.Seventh, salary negotiation help to ensure that clients get paid well.Eighth, guidance to get off to a good start in the new job.Ninth, advice in office politics.Who should get a career coach? Is it for those new to the workforce? Getting back into it?Many people do fine without a career coach. On the other hand, many people benefit mightily. This includes people who:Are new to the workforce; most colleges teach next to nothing about how to actually get hired.Want to do something different, but don’t know what it is.Know what they want to do, but aren’t sure how to get there.Are in transition and frustrated that they’re not getting traction.Haven’t had to look for a job in some time.Are afraid they’ll lose their jobs.How can career coaching help find and keep a job?Finding a job: by giving them the tools they need to communicate about themselves effectively and the techniques they need to get in to see the peo ple who can help/hire them. Many people spin their wheels in job search. Here’s just a few things they do: have boring marketing materials that don’t communicate their value, go around asking people if they know of any openings, talk about themselves in clichà ©s, and not use their network to get beyond the people they already know.Oftentimes, we’ve been able to delay or prevent firing. Just one way we do this is helping clients to:Have conversations that repair damaged relationships with the boss. After testing the waters to see if this is a safe conversation, simply putting the cards on the table, saying, â€Å"This isn’t working. Can I have some time to look for another job? I’ll make sure I get everything done well, but wonder if I might have a flexible schedule to allow me to explore for other opportunities.†What do you see as the future of careers? Will we still go to an office, or will we be a nation of freelancers?I think people wil l always be working together. I would surely hope that we won’t ALL be reduced to sitting in rooms at home, pounding on keyboards all day long. That works for some, but others will wither and die.