...Running head: PROBLEM SOLUTION: GLOBAL COMMUNICATIONS Problem Solution: Global Communications John Smith University of Phoenix Problem Solution: Global Communications Problem-based learning allows the student to develop his or her problem-solving skills by applying them to an authentic scenario that requires them to identify a problem, apply a problem-solving approach to develop and analyze alternative solutions, and recommend and defend an optimal solution (University of Phoenix, 2010, para. 2). The Global Communications (GC) scenario identifies several issues for the student to analyze and solve using the lessons learned from the course. This paper identifies the major issues that GC is facing. These issues will be analyzed and the perspectives and ethical dilemmas of the stakeholders will be identified. An examination of the problem statement will reveal what improvements GC would like to see in three years. Alternate solutions will be presented and analyzed for validity. An appropriate risk will be assessed on the selected solutions and mitigation techniques explored. From this evaluation an optimal solution will be selected and a plan to implement explored. Finally, a plan to evaluate the results will be presented. Situation Analysis Issue and Opportunity Identification This is a challenging time for GC, the mega-giant telecommunications company headquartered in Centralia, USA. The telecommunications industry is flooded with competition...
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...Running head: PROBLEM SOLUTION: GLOBAL COMMUNICATIONS Problem Solution: Global Communications John Doe University of Phoenix Problem Solution: Global Communications Problem-based learning allows the student to develop his or her problem-solving skills by applying them to an authentic scenario that requires them to identify a problem, apply a problem-solving approach to develop and analyze alternative solutions, and recommend and defend an optimal solution (University of Phoenix, 2010, para. 2). The Global Communications (GC) scenario identifies several issues for the student to analyze and solve using the lessons learned from the course. This paper identifies the major issues that GC is facing. These issues will be analyzed and the perspectives and ethical dilemmas of the stakeholders will be identified. An examination of the problem statement will reveal what improvements GC would like to see in three years. Alternate solutions will be presented and analyzed for validity. An appropriate risk will be assessed on the selected solutions and mitigation techniques explored. From this evaluation an optimal solution will be selected and a plan to implement explored. Finally, a plan to evaluate the results will be presented. Situation Analysis Issue and Opportunity Identification This is a challenging time for GC, the mega-giant telecommunications company headquartered in Centralia, USA. The telecommunications industry is flooded with competition and...
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...Analysis of case According to the case, Michael Eisner was in conflicts with Disney’s competing companies, board members and partners. To better illustrate, I separate each disagreement below. From the side of Weinstein brother, One of the reasons causes the conflicts between them may be Incompatible Goals. Since Disney was eager to purchase Miramax films, founded by the Weinstein Company, he obviously wanted to pay fewer funds as a buyer. On the contrary, as a seller, Weinstein brothers expected to earn more money from this trade. There may be another cause that is personality difference. Eisner desired to control everything he deals with. If someone did not do as he expected, he would not stop arguing with him in order to change that one’s mind to follow his thinking. From the side of board members, Maybe Eisner and they suffered from personality differences, Communication Problems and limited resources. Roy Disney always censured Eisner for his poor corporate governance. He thought that the failure of reviving the third-rated ABC television network and the results of alienating creative business partners should attribute to Eisner and his team. "the poor management, poor governance, poor compensation practices and lack of board independence that are impeding the development of long-term shareholder value," Roy Disney and Gold said in their letter to shareholders. The problems of personality differences may come from their different concentration. Roy Disney...
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...HBM CASE STUDY Building Coalition GROUP MEMBERS: Tçâá{ f|Çz{ ;DFU`ICCIH< f{|á{|Ü ftåxÇt ;DFU`ICCGH< ZtztÇ WxxÑ ftztÜ ;DFU`ICCIC< fÉâÜtä U|~tá{ etÇt ;DFU`ICCLD< Building a Coalition “After-school program to improve performance of students” Introduction: Woodson Foundation, a large non-profit social service agency, is teaming up with the public school system in Washington, D.C., to improve student outcome by starting an after-school program. To achieve the set target, Woodson Foundation and the school system have to work in collaboration by integrating their organizations effectively. Problems faced by the school: • • Truancy, low student performance and crime Burn out of staff and high turnover among new teachers Solution suggested by Woodson Foundation: • • Conducting an after-school program Integrate organizations effectively How Groups and teams typically operate: A team is a group of people holding themselves collectively accountable for using complementary skills to achieve a common purpose. Thus teamwork occurs when team members live up to their collective accountability for goal accomplishment. For defining the teams in an organization and their functions the first thing is to recognize that they do many things and make many types of performance contributions. Thus teams can be described as that • Recommend things: Teams that study specific problems and recommend solutions for them. These teams have a deadline for target completion and often disband...
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...The Group and Organizational Dynamics class helps a person step back and look at themselves and others. It allows a person to look at different task functions, group versus individual decision-making, motivational patterns and conflict. It helps a person step back and observe the content of certain situations and then attempt to see how the process of the content unfolds. When working with a group, a person is going to have to deal with conflict and how to use task functions to process that conflict within that group. As a leader or individual, you will have to insert different aspects of motivation to lead and maintain a group. This reflects what type of a leader that individual wants to be or how that individual can adapt to the group. This includes adapting to new additions within the class and understanding our own personal work dynamics. Group vs. Individual Decision Making When trying to get a task completed there are positive and negatives when deciding to do a task as a group or as an individual. In a group, there is more than one person that works together to complete a task. A group will have different opinions and personalities that will form different decisions to complete the task. There are benefits to working as a group because everyone in the group and not just one individual makes the final decisions. A group must have a leader. If there is not a leader, there is no clear direction and the task will take longer to complete. As an individual, the individual...
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...User Profiling based Adaptive Test Generation Assessment in E – Learning System Manan Jadhav Department of Computer Technology, VJTI Mumbai, India manan.jadhav@gmail.com Shagufta Rizwan Department of Master of Computer Application, VJTI Mumbai, India shaguftarjpt673@gmail.com Aditi Nehete Department of Computer Technology, VJTI Mumbai, India aditinehete@gmail.com Abstract — In this paper, we describe a User profiling based ELearning System with Adaptive Test Generation and Assessment. This system uses rule-based Intelligence Technique and implicit User Profiling to judge the proficiency level of the student and generates tests for them accordingly. More specifically it’s a Test Generation, Assessment and Remedial System where the student can give a test after he has completed studying a particular concept where the difficulty level of the test will be decided by the expert system engine. After the completion of the test, the system helps the student in improving the proficiency of the concept either if it is expected by the concept or if he faces difficulty in understanding the concept. Based on the type of errors made in the test, the Test Remedial System will help the student to improve in that domain of understanding of the concept. Every phase transition is rule-based which considers the user’s profile and the concept importance to make sure that he does well where it is required. Preliminary Experimental Implementations show that with User Profiling we can reduce the amount...
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...Friberger et al. defines data games as “games where gameplay and/or game content is based on real-world data external to the game, and where gameplay supports the exploration of and learning from this data.” They also use a taxonomy to explore the categories of such games. They propose to use open and linked data to procedurally generate game content. One of their examples was Open Trumps based on the popular card game Trumps. The data source for the game content is a UN database of countries and demographics indicators. However, procedural content generation entails some transformation of data into the game content. As the authors caution, we must be careful of transformations that “lead to an unacceptable loss of veracity in relation to the original source.” In our work, the game content is the original data [1, 2, 3]. Moreover, our perspective in this endeavor to foster understanding is general instead of a game focused. Thus, it is from this general point of view that we classify data-driven applications. The figure below illustrates the classification matrix: rows represent data velocity (static or dynamic) and columns the goals of the application. The first type of goals is informational: the application just provides specific information to the user usually through visualization; interaction with the data is minimal. The second type of goal focuses on interaction with the data for sensemaking; applications in this case are usually implemented as games. | Informational/Visualization...
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...Topic: System dynamics and feedback loop System dynamics is an approach to understanding the behavior of complex systems over time. It deals with internal feedback loops and time delays that affect the behavior of the entire system. System dynamics use feedback loops and stocks and flows to study complex and non-linear systems. Dynamics of the system contain quantities that vary over time. There are several laws of Fifth Discipline showing how system dynamic works. 1) For every action, there is a reaction. It is self-proofed in the beer game. Every order has to be fulfilled, either in the current week (if enough stock is available) or in one of the next weeks (items go on backorder). 2) Short-term improvements often lead to long term difficulties. In the beer game, it’s always a tradeoff between fulfilling demand and minimizing cost. Timely delivery calls for enough inventory, while cumulative inventory results in climbing inventory cost, due to more people to handle the beer and more storage space, and there is also a possibility that the beer will be left in your inventory when the total period is over or the redundant beer might go bad since it cannot be kept long. 3) Cause and effect are not necessary closely related, either in time or in space. Sometimes solutions implemented here and now will have impacts far away at a much later time. In the beer game, it is not possible for any one component of the system to be immediately aware of the actions and needs of...
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...describe children’s play as intrinsically motivated, process oriented, creative and nonliteral, governed by implicit rules, spontaneous and self-initiated, and free from major emotional distress(1997 p. 221-222). For example, the rules of a made-up game that children play cannot be discerned from a rulebook that stands independently of the activity; rather, one can discern rules by either observing or being actively involved in the play process. For children, play is the arena where they ultimately control what is going on, through communication and negotiation with each other, and as such, it is an arena where they are able to gain mastery over problems in their life, learn adult skills and roles, and further develop cognitive abilities (Siefert 1997). But, often times, children do not have complete hold over their environments. They can’t shape what and how they play through their own design. Wardle introduces the concept of an environmental press, “the forces at work in a setting which shape the behavior of people in that setting” (1999 p. 245). One principle of the environmental press is that of progressive conformity, where people’s behavior tends to become congruent with the press of the environment. Accordingly, the environment that a child plays in shapes the way that the child plays. Wide spaces encourage the use of gross-motor skills, whereas high spatial densities can contribute to aggression. The environmental press is not a force that influences children to do exactly...
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...Traditional teacher-directed approaches to physical education have centred on skill-drills rather than non-linear approaches, reducing student’s movement variability. Dynamic systems theory (DST) acknowledges that movement performance is constant, fluid and non-linear, meaning it response to the environment and task restraints (Magias & Pill, 2013). Teaching Games for Understanding (TGfU) and Game Sense (GS) both acknowledge DST and encourage physical educators to implement non-linear frame works which are centred around tactical concepts, providing conceptual understanding to students (Chow et al., 2009). The crucial component of this student-centred approach is to create learners that can self-adjust as a consequence of the interactions and...
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...full virtualization and paravirtualization. In the early 1970s, IBM introduced the VM family of systems, which ran multiple single-user operating systems on top of their VM Control Program—an early type-1 hypervisor. The area of virtualization that IBM popularized in the 1960s is known asplatform (or system) virtualization. In this form of virtualization, the underlying hardware platform is virtualized to share it with a number of different operating systems and users. Another application of the VM is to provide the property of machine independence. This form, called application (or process) virtualization, creates an abstracted environment (for an application), making it independent of its physical environment. Aspects of application virtual machines In the application virtualization space, VMs are used to provide a hardware-independent environment for the execution of applications. For example, consider Figure 1. At the top is the high-level language, which developers use to construct applications. Through a compilation process, this high-level code is...
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...the virtual worlds of Massively Multiplayer Online Games (MMOGs) have emerged: complex new social and cultural environments that bring with them tremendous opportunities for learning. This convergence of contexts, a defining feature of new media, combines the potential sociality of the internet with the fun and challenge of gaming, blurring the lines between entertainment, play, information and socialisation (de Freitas & Griffiths, 2008, p.11). Through fantasy-styled role-playing MMOG (MMORPG) World of Warcraft (WoW), I will explore evidence of the benefits and drawbacks of these new forms of sociality, and examine ways in which of MMORPGs show potential to develop new social practices and ways of learning, both from a player/learner perspective (Jenkins, 2006; Shaffer, Squire, Halverson & Gee, 2005, p.106), and in terms of studying and understanding social dynamics of human groups on a larger scale (Szell & Thurner, 2010, p.314). WoW's enormous success exemplifies the massive social phenomenon of online gaming and virtual worlds (Shaffer, Squire, Halverson & Gee, 2005, p.106). Released in 2004, Steinkuehler & Williams describe WoW as “the latest step in a progression of social games” (2006, p.887), referring to the many evolutions in this style of game since its early origins in Dungeons and Dragons-style pencil and paper games (Bradford, 2010, p.57). Socialisation and the building of relationships is central to the game, which attracts an extremely broad audience worldwide:...
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...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 and relationship...
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...given situation or variable. In many cases, strategy is understood as a plan that chooses an individual’s future possible position. Speaking with respect to Game Theory within the Healthcare field, there are many ways to move forward with creating this ideal insightful approach. Learning through class discussions, it’s clear the topic of the discussion with Game Theory is very evolved, diverse, and dynamic with all different observations. All games share an interdependence meaning the result for each individual is dependent on the option they primarily choose. For myself, this is definitely considered an everyday normalcy working in the Healthcare Industry. Whether Game Theory is applied in all of society is only understood through the participants as all situations are different and unique, but all equally share the mindset of increasing their individual outcome of achievement. The analysis of Game Theory within Healthcare is spread across an increasingly strategy-prone competitive market. Governmental changes alone within healthcare laws create challenges for decision makers to compete within this highly-regulated domain. Creating governmental regulation lessens efficiency for providers who serve society to collaboratively work together, and in addition, diminishes their likelihood of optimal standing within the environment. Turning the hand in reference to my current position at Diaspark Mobility and in any position I’ve held professionally or personally – I’ve understood over...
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...to prove this point. “Gamers are not the antisocial basement-dwellers we see in pop culture stereotypes, they’re highly social people,” says Dr. Nick Taylor, an assistant professor of communication at NC State and lead author of a paper on the study. “This won't be a surprise to the gaming community, but it’s worth telling everyone else. Loners are the outliers in gaming, not the norm.” Indeed, in recent years, a lot of players of massively multiplayer role-player games such as War of Warcraft (WOW) took an in-depth survey about their offline social lives. At the same time, researchers tracked the offline behavior of these players. The result showed that most of these players had high social skills both online and offline. It means online gaming do not affect players’ offline social behaviors, however, online gaming can even improve players’ social ability. As a WOW player, I do absolutely understand reasons of this situation. First, massively multiplayer role-player games almost create real social environments to let players talk, drink and chat online. It is just like communicating with people in a coffee bar but not face to face. What’s more, when players fight with the boss as a team, social skills become more important. In WOW, every player’s unsociable will always lead to the destruction of the whole team. Therefore, a correct way of playing online gaming will undoubtedly improve your social skills. University of Jyvaeskylae. “How Does...
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