...Assessment task 2 Outcome covered 2 Assessment task instructions This assessment covers Outcome 2 of Business Culture and Strategy. It is based on the case study of Alphabet Games. Each of the following questions must be correctly answered. In some cases it is possible, to make use of diagrams or tables in your answer. You do not need to do this if you do not feel it is required. However, a diagram or table on its own is not likely to be enough to provide a full answer. If you do use a diagram or table, you will probably need to provide some accompanying explanation or discussion. a Explain the importance of organisational culture to Alphabet Games and suggest an example of where both shared values and taken for granted assumptions contribute to the continued success of Alphabet Games. Using a recognised theoretical model, identify and justify the organisational culture of Alphabet games and assess how this shapes current management approaches. To reflect the changing environments within which Alphabet games operates, suggest a possible alternative organisational culture for the company Games and assess the impact this change in culture would have upon managerial approaches. Using a recognised framework, assess the importance of the relationship of the relationship between organisational culture and organisational behaviour. b c d Scottish Qualifications Authority HN Assessment Exemplar/F7J7 35/AEX001 V1.0 Business Culture and Strategy 11 May 2011 Assessment...
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...important to alphabet games because the culture of the workplace shapes the way the employees act and relate to others both internally and externally. This can have a significant effect on the way the organisation operates. The culture is the feel we get when we walk into an organisation, made up of assumptions, values and norms. The attitude, behaviour and traits that dominate the organisation can affect the way we act with other individuals. Every organisations culture varies. There are four main elements of culture, which are: 1 Basic Assumptions – tells employees how to feel and think about things. 2 Values – what ought to be in an organisation. 3 Norms – the way employees should behave. 4 Artefacts – visual demonstration of the culture. Shared values are beliefs, concepts and principles that underline the culture of the organisation, which determines the behaviour of its employees. These values link an organisation together. An example of shared values in Alphabet games is their extensive experience in software development which has developed into a world renowned reputation for excellence, quality and innovation. This tells the employees what is important to Alphabet games and assumes that employees pay close attention to providing such a service. Taken for granted assumptions tell employees how to perceive, think and feel about things and is the real core of the culture. An example of taken for granted assumptions in Alphabet games is passion...
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...Organisational culture in Alphabet Games includes many elements or components which are organisational shared values, norms and basic taken for granted assumptions. ‘Shared values’:- • All group learning reflects the original values • Those who prevail influence group: the leaders • It first begins as shared value then becomes shared assumption • Social validation happens with shared learning • Initially started by founder, leader and then assimilated The organisational culture in Alphabet Games in terms of ‘shared value’ is invention. Example from the case study to support this is that “they have extensive experience in software development and have developed a word renowned reputation for excellence, quality and innovation. Basic ‘taken for granted’ assumptions’ in a culture involves:- • It evolves as the solution to a problem is repeated over and over again • The hypothesis becomes reality • To learn something new requires resurrection, re-examination, frame breaking • Culture defines us o What we pay attention to o What things mean o React emotionally o What actions to take The organisational culture in Alphabet Games in terms of basic ‘taken for granted’ assumptions is passion. Example from the case study to support this is that “passion for software development still exists within the company as strongly as it did when it was established. Technology and consumer needs have driven the business forward and it is the continued posit of innovation...
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...Alphabet Games Outcome 1 To complete outcome 1 of the Business, Culture and Strategy I have to answer 3 questions based out the case study Alphabet Games. The 1st question asks me to describe how 4 forces of change may impact upon Alphabet Games and in doing so I must use a recognised analytical framework. The 2nd question asks me to carry out a SWOT analysis to illustrate and analyse the relationship the Alphabet Games has with its external environment. The last question asks me to provide a guideline for the senior managers of Alphabet Games to follow that would enable them to carry out an effective SWOT analysis. A) In the business world, the main forces for change come in the form of a P.E.S.T table which looks a little some like this: Political Economic Sociocultural Technology When a business wants to know what will affect the changes within the company they will use this table to see what each force will factor in the changing process. 1. The Political factor will affect Alphabet Games considerably. The taxations within the gaming industry may go up which means they would most likely have to sell games or consoles at a higher price in order for them to earn a stable profit each year. 2. The Economic factor is the second factor within the pest analysis. The costs of resources that Alphabet Games buy may go up or down depending on where other gaming companies get their resources from. With more companies forming within the industry and all going to the same...
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...Assessment Task 1 Outcome 1 Introduction Alphabet Games small company based in Scotland which develops software and games. The business was formed in 2001 by three companions with a passion to develop games and software which has resulted in it becoming a multi-million pound business. The aim of this case study is to identify four forces which may affect Alphabet Games using a recognised analytical framework. A SWOT analysis is to be carried out in order to analyse and illustrate the relationship Alphabet Games has with the external environment. A set of guidelines for carrying out a SWOT analysis is to be prepared to enable the senior managers at Alphabet games to carry out an effective SWOT analysis. Task A The four forces that can affect Alphabet Games is the analytical framework PEST this takes in any political, economy, social and technological factors. • Political The political factors that will affect Alphabet Games are the legislation and guidelines that have been set out by the government that must be followed in order to avoid any legal action taking place. They also need to consider globalisation and the differentials of each market they trade in as they currently sell games and software worldwide. They must also abide by any European Union rules and legislation when trading worldwide it has a higher level of control over the United Kingdom. The taxation policy is also important to Alphabet Games due to the changing tax rates which may affect the...
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...to show how the industry that Alphabet Games deals in has changed and continues to do so. I need to show how these changes have taken effect using the P.E.S.T Analysis and S.W.O.T Analysis, I also need to provide a set of guidelines to the company on how to use a S.W.O.T Analysis so that they can continue to monitor their needs etc. P-Political Political views and guidelines have changed the way most companies work these days. Alphabet Games works within an area of business that is constantly changing in the world of politics. The Government has set out new rules for game makers to ensure maximum safety for games, particularly online games, these are the type of games that other people can contact you in real time, either via text, voice or video calling and it’s important to help users particularly young users to stay safe. Games sold within the British Market now must hold the PEGI age rating clearly displayed on the case of the game. This is again to ensure safety, that gamers are playing age appropriate games and that the younger ones are not subjected to scenes of violence, sexual imagery or language deemed as profanity. These rules were brought into place after long and constructive studies proved that younger gamers are easily influenced by computer games especially the more popular ones, there have been cases in the past where individuals have mimicked the physical and sexual violence seen in these types of games, blaming the games for their behaviour. Bringing...
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...| Business | Business Culture and Strategy Report | | Business | Business Culture and Strategy Report | HND 2 bUSINESS 15 May 2015 Authored by: Renata Król HND 2 Business INTRODUCTION This report has been prepared to meet requirements of Business and Culture Strategy Unit, F7J7 35. The aim of the report is to present consolidated knowledge regarding business strategy and influence of business culture on strategy within organization which operates in very dynamic and fast changing environment of global business world. The application of theories and analyses has been based on case study provided by lecturer, namely “Alphabet Games” software and games development company, based in Scotland and formed in 2001. The report has been developed in following areas: * Analyses and findings of how PEST forces impact on AG change and SWOT analyse to illustrate relationship of AG with external environment. * Importance of organisational culture and its impact on managerial approach, organisational culture and behaviour and overall business strategy of AD. * Analyse of the process, impact and benefits of use different business strategies by AD. * Analyse ,role, and impact of management for process of business change and methods of implementing the change, including technics of overcoming potential resistance The analyses and findings of above sections should clearly explain the difference...
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...approaches to alphabet knowledge instruction as well as phonics instruction. Alphabet Knowledge (AK) Instruction In the article “Enhanced Alphabet Knowledge Instruction: Exploring a Change of Frequency, Focus, and Distributed Cycles of Review,” Cindy Jones and D. Ray Reutzel explored Alphabet Knowledge (AK) instruction in 13 kindergarten classrooms in many schools. In reviewing the research, five factors which influenced a student’s learning of letter names and sounds were identified. These five factors include own-name,...
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...Everything you need to know about TEACHING YOUR BABY TO READ by Madeleine Fitzpatrick MA, Cantab brillkids www.brillkids.com ™ © 2010 BrillKids Inc. All rights reserved. Visit www.BrillBaby.com to learn more! CONTENTS FOREWORD..................................................................................... i Chapter 1: INTRODUCTION................................................... 1 I don’t believe it!.................................................................. 1 Why teach babies to read?.................................................. 1 Shouldn’t I teach the alphabet first?..................................... 2 What if my baby doesn’t enjoy reading?............................... 2 What are the learning methods for babies?.......................... 2 Chapter 2: WHY TEACH READING EARLY?........................... 3 Babies are linguistic geniuses.............................................. 4 Isn’t learning to read supposed to be difficult?..................... 5 From speaking to reading … a giant leap?........................... 6 Reading’s place in history.................................................... 7 The promise of early reading................................................ 8 Early reading can prevent dyslexia....................................... 9 Chapter 3: WHOLE LANGUAGE VS PHONICS...................... 12 Why teach whole language?................................................ 13 Why teach phonics?.................................
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...about music and its beneficial impact on the human brain, I found five sources that provided more facts and studies that prove the benefits of using music in everyday life and for educational purpose. I found research on the impact of music on brain development by using the scholarly writing found in Mohave Community College’s database. The purpose for this paper is to educate my readers on the positive effects music can have on...
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...fallacies through television and video games. While media programs have a negative effect on children, there are some positive programs. The largest amounts of violence are found in children shows. Children between the age of 2 and 18 spends 6 hours and 32 minutes on an average a day using media with the exception of sleeping this is more than they spend on any other activity. When multiple media is stimulated, this time is increased to 8 hours a day. Big parts of media exposure are violent acts that are also witnessed in video games. On an average, a young child will have viewed 200,000 acts of violence on television (TV). Exposure to violent media wrecks havoc on thoughts, feeling, and most importantly, behavior. “The Influence of Media Violence on Youth,” a report appearing in the December 2003 edition of “Psychological Science in the Public Interest,” points to strong evidence points to the exposure to media violence causes boost in physically and verbally aggressive behavior in children. “Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed,” according to the AAP. A negative effect of physiological desensitization is that a person can become less helpful to a person in need because they are numb to the pain and suffering of others. This comes from watching too much pain and gore in the media. Studies of more than a 1000 confirm that boys who...
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...http://jejedex.blogspot.com/2010/06/jejemon-history-how-it-all-began.html Jejemon History: How It All Began Several years ago, a lot of the youth joined text messaging clans while others played online MMORPG games like Ragnarok, Flyff, and Gunbound. Some, with the urge to find and get to know people of all ages online, joined in social networks like Friendster and Multiply. At that time, Friendster was in while Facebook was not what it turned out to be at present. Due to the necessity of having to relay a message abruptly so as not to be delayed in action (while playing, texting or commenting), they tried to make messages they type really short to an extent that every word was internally altered using numbers to creatively displace letters that would still make the words readable. Of course, Jejemonism was not that intense and obvious at that time. It took a longer time before the more educated ones realized that something's not right and one thing has to be done - to abide by what is being conventionally dictated by society. At that moment, many of the younger generation became adapted to this kind of typing style for they really thought that it was somehow cool, manageable and widely accepted within their age range. It was the new hip at that time, but as it grew out of nowhere, concerned academic people took this as a threat to the educational standards. In time, Jejemonism became the latest source of boiling social debates. As time propelled and confusion arose, people...
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...Tutorial for Preschoolers (Alphabet, Numbers, Shapes, Colors and Animals) SERVDAD, REYCHELLE A. CRUZ, MARY JOY B. RAMIREZ, CHERRY A. A project submitted to the Mr. Ronel E. Asas of the Department of Computer Studies, Imus Campus, Cavite State University, Imus, Cavite in partial fulfillment of the final requirements for the subject ITEC55- System Analysis and Design. INTRODUCTION Preschool is a time for developing good learning habits and positive self-esteem. The skills learned at this stage may seem simple but it will set a preschooler for a lifetime of learning. People around them must be aware that they are still trying to figure out the world and everyone must understand them for being distracted and unfocussed with their tutorials. The tutorial is designed to provide opportunities for users to learn essential information. (Meade,2011) Learning from preschool software can start as soon as children can effectively handle a mouse. Usually, around three or four years of age, preschoolers can readily spend up to a half an hour per day on the computer. Children like the independence and stimulation of interacting with computerize activities. If they are able to use a mouse, that was an indication that they are ready to get started. While using a computerize tutorial, children would not just sit and watch; they will laugh, learn, participate and explore. Parents will see smiles and hear giggles. It is an indication that their children are having fun and when their...
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...Predictions for future gaming experiences were based on the increasing rate of technological developments and current prospects of videogame tycoons such as Microsoft, Sony, and Nintendo. Personal knowledge and speculation were included as well. This study demonstrated that as videogame technology grew more sophisticated, gamers found themselves in more personal, immersive, emotionally titillating, morally challenging, and free-ended worlds. The increase in processing power and available memory led to photorealistic visuals, longer storylines, broader gameplay, and socially interactive games that have become second nature to most teenagers today. This second life will only become more influential in our physical and mental states as the scope of modern gaming increases, and new technologies provide for a longer, more poignant, and more immersive gaming experience. Technology, the “practical application of knowledge,” dates back millennia. Even pre-historic man used rock, wood, fur, and fire to better his existence. Then, as Neanderthals gave way to Homo sapiens and the first civilizations appeared, technology blossomed. The Sumerians, Egyptians, Babylonians, Greeks, Chinese, Romans, Aztecs, and others created the abacus, alphabets, bridges, mills, hydroponics, aqueducts, and more. With these new technologies, humans’ lives changed dramatically. The pulley and counterweight, for...
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...abilities of young children (birth through 5 years or kindergarten) that predict later reading, writing, or spelling outcomes? 2. Which instructional approaches or procedures contribute to gains in children’s skills and abilities that are linked to later outcomes in reading, writing, or spelling? 3. What environments and settings are related to improvements in children’s skills and abilities that are linked to later literacy outcomes? 4. What child characteristics are related to gains in children’s skills and abilities that are linked to later literacy outcomes? To set the foundations for their study, the researchers looked at different measurements of pre-reading skills and identified six domains of early literacy that can serve as valid indicators of later reading skills. * Knowing the names and sounds associated with printed letters (known as "alphabet awareness") * Ability to detect and manipulate the auditory aspects of spoken language ("phonological awareness") * Rapid...
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