...Ace Institute of Management MARKETING MANAGEMENT Case # 4: Tata Sky’s Marketing Strategies Submitted to: Mr. Ashish Tiwari Submitted by: Rupesh Kumar Shah EMBA ’11 Fall September 2012 Question 1: Examine the growth strategies of Tata Sky over the years. Answer: Tata Sky was launched in 2006. It is one of the leading India-based Direct To Home (DTH) service provider. It has crossed three million connections mark in a period of 20 months. Therefore, it is the fastest growing direct-to-home service provider across the globe. It is a joint venture between Tata Group with 80% stake and STAR Group with 20% stake. It currently offers more than 196 channels and few interactive ones; the count includes few numbers of HD channels offered by Tata Sky called as Tata Sky - HD and interactive services. Tata Sky has tied with Aamir Khan as its brand ambassador. Aamir Khan features all Tata Sky brand and product communication such as advertisements in TV, print and radio. Tata Sky has targeted to have about eight million connections by 2012. The direct-to-home (DTH) industry in India currently has about 30 million subscribers and six players. It is assumed to grow to 60 million subscribers by the end of 2013 despite the fact that the industry faces several issues such as low average revenue per user (ARPU), high cost of acquisition of content and subscribers, and various taxes such as entertainment...
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...Reem 2013 Active learning through play and creative arts Reem 2013 Active learning through play and creative arts Play and creative arts are important aspects of children’s learning that are being used in kindergartens. This action research project explores the using of play and creative arts in a kindergarten classroom. The purpose of this study is to evaluate and analyze how play and creative arts activities enhance and support children’s learning in literacy and numeracy lessons. Qualitative methods were used to gain data that reflect on the implementation of play and creative arts strategies and activities in teaching and the interpretation collected from participants. The three types of tools that used to collect data are observations, interviews and a reflective journal to ensure validity of results. After analyzing the data, two interrelated themes emerged. The first theme highlights the benefits of play and creative arts in early childhood. The second theme shows the benefits of using them can support literacy and numeracy development. Consequently play and creative arts seems to promote development in children’s learning processes and they also offer the learners’ confidence in their learning. To conclude, this study shows that play and creative arts may have positive effect in improving the children’s overall performance and attitudes. Play and creative arts are important aspects of children’s learning that are being used in kindergartens. This action research...
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...Can Grammar or Phonetics be taught through Games? Table of Contents I. Introduction ……………………………………………………………………..……………1 II. What is Grammar?……………………………………………...………………………………2 III. The place of Grammar in the language teaching……………….…………...2-4 IV. Games and Grammar teaching/learning: A.Background of Grammar Games……………………………………………..…..……4 B.The function of Games………………………………………………………………4-5 C.The roles of teachers and learners………………………………….………5-6 D.Factors affecting Grammar Games: Age……………………………………………………………………..………6-7 Ability in the target language…………………………………..7 Motivation…………………………………………………………………..7-8 Size of group…………………………………………………………..8-9 Time…………………………………………………………………………....9 V. Conclusion……………………………………………………………………………...………10 VI. Appendix……………………………………………………………………………….…11-13 Introduction This paper aims at discussing the issue of teaching grammar through game activities, which derives its importance from the pursuit of excellence in language learning and teaching. At this point it is probably a good idea to start with some definitions of grammar, followed by the place of grammar in language teaching. In this context, researchers speak of the grammars of a language rather than of the grammar. Therefore, different methods of teaching a language will be presented and two of them will be discussed individually; that is to say, structural and communicative. What I would like to take into consideration...
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...everyone should have access to education of the highest quality – for free” -Duolingo’s Team On June19th, 2012 a new platform for learning different languages, Duolingo, was released to the market in the hopes of providing high quality education to the masses. Nowadays, Duolingo has over 100 million users, has won awards like the IPhone app of the year and Google’s best of the best in 2013 among others (Duolingo, s.f.). This paper will focus on how Duolingo was born and has successfully expanded throughout markets around the world using internationalization theory “Born globals” as base. History Luis von Ahn, computer science professor at Carnegie Mellon University and inventor of the CAPTCHA, and his PhD student, Severin Hacker, wanted to begin an academic project together and were looking for a subject to work on. They realized that the language education market was highly underserved because most people who wanted to learn another language wanted to do so to improve their economical situation and get better paid jobs, and most of these people didn’t have the money to afford a foreign language course on any of the options available like universities or online courses like Open English. So they decided to come up with a way to provide high quality language education for free. Creating and providing the best language education system for free (as von Ahn and Hacker intended to) was not an easy task, these kind of projects require a large amount of money. They need people...
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...Comstrat 2008 - Tata Sky Ami Kothari amikothari10@jbims.edu +91-9820672221 Palak Sood Swathi Velisetty PalakSood09@jbims.edu swathivelisetty09@jbims.edu +91-98925 97890 +91-98205 62709 Jamnalal Bajaj Institute of Management Studies Environment Analysis - Porter’s 5 forces Bargaining Power of Supplier - High DTH relies on three major suppliers: Customer Premise Equipment – Satellite dish, Set top box and Access card, Ku Band Transponder and content. Bargaining power of DTH operator with CPE supplier has increased due to supply. Transponder is provided by Astrix, ISRO hence dependency exists and due to no regulations in channel pricing, DTH operators are at mercy of Broadcasters. Bargaining Power of Buyer-High Consumer has the power to choose in this industry with variety. Unless players can differentiate against each other, the market shall remain mostly homogeneous. Customers will have high bargaining power and will be influenced by costs versus services. Threat of Substitutes- Medium DTH faces major competition from Terrestrial, Cable & IPTV. Doordarshan is world’s largest Terrestrial broadcaster with over 1400 transmitters and covering 88% of India geographical area. They offer Digital service in collaboration with BBC resources. This wide reach and low cost approach are offset by its lack of attractive content. Cable TV operates in 2 modes: CASwhich requires separate set top box and Non Addressable system. The cost varies from Rs. 100 – Rs. 350 to customers depending...
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...The use of games in the language classroom Sigríður Dögg Sigurðardóttir Lokaverkefni lagt fram til fullnaðar B.Ed.-gráðu í grunnskólakennarafræði við Háskóla Íslands, Menntavísindasvið Apríl 2010 Lokaverkefni til B.Ed. –prófs The use of games in the language classroom Sigríður Dögg Sigurðardóttir 180785-2219 Háskóli Íslands Menntavísindasvið Kennaradeild, grunnskólakennarafræði Apríl 2010 2 Abstract This essay focuses on the use of games inside the classroom and it argues that games can be a good teaching method when teaching foreign languages. It looks at why games should be used as a teaching method and how in order to maximize the positive result on language learning. Also this essay explains various game categories and it gives an example of at least one game from each category which can be especially good in language teaching. In addition this essay looks at the four language skill areas: reading, writing, listening and speaking and it gives reasons for why games can be beneficial in the training of each one. Last but not least I created 3 new games that can be utilized inside the language classroom. 3 Contents 1. Introduction ....................................................................................................................... 6 2. A review of the literature of Games ................................................................................ 7 2.1 Games ......................................
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...After many years of believing that video games are bad for individuals and especially young children, may be wrong. There have been quite a few researchers that have started to find and prove that video games are not actually all that harmful to avid gamers and their lives. The brain is constantly expanding and growing from what is being exposed to it, and this is exactly what these researchers have been examining—both scientifically and psychologically. A few German Researchers have found that gamers, who played Super Mario 64 (for a half hour each day for 60 days), “had a rise in gray matter in the right hippocampus, right prefrontal cortex and the cerebellum”. All of these areas in the brain help with these gamers’ memories and recollections. With the continuous motions of the hands, and eyes on the game, these gamers are developing great hand-eye coordination which may benefit them in their lives outside of gaming versus if they had not played any of their video games. Psychological tests conducted by Queen Mary University and the University College London have shown that those gamers who played either “Starcraft” or “The Sims” (for forty hours between six and eight weeks) were able to complete even more complex cognitive tasks at a much faster rate than before and with a much greater accuracy rating. The researchers have noted that due to the consistency of movement on the screen, and the attentiveness to the video game, helps improve these cognitive skills and...
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...Tue, Apr 9, 2013 8:40 PM PDT View full HTML message Page 2 of 2 Prev Next d tasks. Mental representations are a critical part of the sensorimotor phase and are later the foundation for all other mental representations. Children holding mental representations of ideas and objects within their heads and can serve as the basis of later complex mental representations. With such an idea, it is an important idea that children and infants develop a schema related to games, and play. For example, as children develop more sophisticated schemes, or cognitive structures, they become increasingly able to adapt to their environments(Pg. 211). This basketball-oriented toy, does allow children to develop their definition of play, before Piaget thought it was possible. Furthermore, the basketball hoop can serve as a golden ring in which giants used to wear, while enacting make believe play. In fact, the one definite positive of this toy is that it inspires play, and for children to act on their environment an see how gravity works and furthermore for parents to play alongside of children. Semantic development takes place across a lifetime, though it is active very early on in development. Children develop the meanings of words from before they are even able to pronounce them, in fact there is often a lag in ability to pronounce the words that the child understands. In fact with in the toy’s age range, a child begins to speak, and progressively becomes better at speaking and properly labeling...
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...have to consider various factors such as picture quality, transmission during rough weather, suitability of the plans / packages, package pricing, and other value added services. The DTH service quality depends on the signal strength, so it is always better to check for excellent reception in your area. DTH services offer MPEG4 quality or DVD quality or MPEG4 with DVB-S2 digital transmission. MPEG4 with DVB-S2 (Digital Video Broadcasting) has provision for HD quality, but not implemented yet. It also allows for enhanced interactive services with access to the Internet. Airtel and Videocon offer MPEG4 with DVB-S2. Almost each DTH provider has special packs for the southern region that has packs specifically designed to include regional language channels. Many providers provide a Jumbo package or Mega Package or Titanium package, which includes all channels for an amount. On an average, the monthly charges for such a mega pack comes to about Rs 300 to Rs 350, which many include a few value added services and pay per view channel. If you don’t want all...
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...High Scope Curriculum Flora Villalba CHD 411 February 9, 2013 Professor: Ruth Monroe Abstract The highScope curriculum is an early childhood education program for children from birth to 5 and sometimes to 8 years old. This program can be for children with or without special needs and for diverse socioeconomic backgrounds and ethnicities. The program goal is to increase children’s cognitive, socioemotional, and physical development, giving children skills that will help them do well in school and be more constrictive and more responsible in their lives. The curriculum is based on the work of constructivists, such as Jean Piaget, High/scope’s founder David Weikart and others, who believed that children learn best when they build understanding through direct experiences with people and real life objects around them (DeVries and Kohlberg (1987) and Kammi and DeVries (1978) Based upon the fundamental premise that children are active Learners who learn best from activities that they plan and carry out themselves as well as what they hear and see, The classroom is set up into different areas, these are set up in a way that allow children to choose, find, use, and return the materials they use on their own. The High/Scope curriculum uses a procedure called the plan-do-review sequence (Hohmann & Weikart, 1995). Children are encouraged to plan their task and have them carryout their plans and later reflect on what they learned. Children have the opportunity to be involved...
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...Being a ‘Team’ Player: The Linguistic Alteration of Identity in Online Communities Dedicated to The Hunger Games In the first chapter of Gender and Language, Penelope Eckert and Sally McConnell-Ginet discuss how the connection between language and gender enables a “continual performance” of gendered interactions (33), which, in turn, enables “social reproduction” founded on the separate categories of male and female. They argue that language not only reflects gendered categories but “constructs and maintains these categories” (34). Being such strong categories, they claim it is “impossible” to escape gendered behavior and not influence others to give gendered responses (50). In a later chapter, Eckert and McConnell-Ginet discuss how “gender schemas and ideologies” are implied and interpreted (203). Using an example from a university setting, the authors illustrate their point that the assumption of gender may not result from “the particulars of our exchange but in familiar gender stereotypes” (204). If no specific clues or pronouns are given during the exchange of information, presuppositions relying on stereotypes often emerge. Not only do stereotypes and behavior fill the linguistic gaps, but the power in individual words alone is a cause for concern. Sally McConnell-Ginet explores this further in her article “Words in the World: How and Why Meanings Can Matter.” She argues that single words can carry multiple meanings in each use whether the speaker means them to or not...
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...Doral: Santillana USA Publishing Company, Inc. (431 pages) Santillanna’s Spotlight on English for Kindergarten is divided into eight different units to offer various topics to discuss and expose ELL students to throughout the year. Each individual unit contains daily lessons that are integrated to include all academic content areas such as, Reading, Writing, Listening, Speaking, Science, Social Studies and Math and each unit is designed to last approximately 6-8 weeks. This type of thematic approach allows teachers to expose their ELL students to grade level academic content while maintaining their motivation to explore topics that are of interest and relatable to them. This textbook is part of a grade level series from the Santillana’s Spotlight on English curriculum which offers ESL textbooks from grades K-8. B. Intended Audience The intended audience for Santillana’s Spotlight on English textbook are ELL students who are entering Kindergarten. The textbook is intended for use with all six of the levels of language proficiency (Entering, Beginning, Developing, Expanding, Bridging and Reaching) as described by WIDA however, this textbook breaks each proficiency level down into three main categories listed as...
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...children need (1) to understand what they are supposed to do; (2) to see the skill demonstrated; and (3) to practice the new skill. Therefore, each module begins with a didactic presentation of the skills (role-playing by facilitator, presentation of dialogues, vignettes or videos), followed by group games, practice and presentation and lastly evaluation of the group practice and the skill acquired. Target participants A group of 10 children aged 12 years (in a school or community setting) who have no specific cognitive or emotional problems. Participants should be verbally intelligent to benefit from the training modules. Module 1: Getting Acquainted and Communication Building Goal The goal of the first session is to let participants get acquainted with each other. After the initial ice-breaking, the focus is then turned to developing effective communication skills (assertive instead of passive or aggressive). Skill Introducing yourself, stating positives about yourself, stating positives about others, assertive requests Instruction Facilitator will give an introduction of the program and define the objectives of the first meeting. Part A – Getting Acquainted (5 short games or exercises) Organization Exercise 1 – Self-introduction Each child is to introduce him/herself by saying his/her name and say one positive thing about him/her. After everyone has introduced him/herself...
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...During 18 January 2012, Computer Hope, Craigslist, Google, Reddit, Twitter, Wikipedia, and more than 115,000 other websites go dark in protest of the Stop Online Privacy Act (SOPA). The Raspberry Pi single-board computer is released in the United Kingdom. On 26 October 2012, Microsoft Windows 8 and Microsoft Surface been released to replace Window 7 but personally, Window 7 more easier to use compare Window 8. Besides, there were a lot video game cannot be play in Window 8. Major computer event in this year is facebook officially crosses the one billion active users mark on 4 October 2012 based world statistic. Major event in computer at year 2013 is Yahoo.com has announces it will purchase Tumblr for $1.1Billion. Besides, Facebook introduces Graph Search in January 2013 as it...
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...INTRODUCTION Video games have come a long way since today's adults sat down at a computer to play Pong or Donkey Kong. The newest-generation gaming consoles are as powerful as personal computers, and can accomplish many of the same things. And today's games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. These virtual worlds can be complicated and perplexing to parents, which is why it's important for you to understand what your child is playing and when to get worried. Did You Know? * In 2009, over 11 million people played World of Warcraft, an online, subscription fee-based multiplayer game. * According to one study, nearly 1 in 10 young gamers displayed behavior patterns similar to addiction.1 * The Kaiser Family Foundation found that 8- to 18-year-olds are exposed to an average of 10 hours and 45 minutes of media each day. Whether your child is an avid gamer or rarely picks up a controller, it's important to understand the world of video games--especially in the age of online gaming--so you can make your child's experience with games both a positive and a beneficial one. ————— 1. Douglas Gentile, “Pathological Video Game Use among Youth 8 to 18: A National Study,” CHAPTER I INTRODUCTION Background of the study The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead...
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