AHMAD SHAH RESEARCH PROPOSAL THE IMPORTANCE OF SOFT SKILLS FOR POSTGRADUATES UPON ENTERING THE WORK FIELD RESEARCH METHOD QNTB 313 Prepared by: ASHLEY LOW PIT YEAN (MT 089693) SECTION: 2 BM Prepared for: NORA YUSMA BT MOHAMED YUSOF TABLE OF CONTENT 1. CHAPTER 1: INTRODUCTION Page 2.1. Background of the Study 3 2.2. Problem Statement 4 2.3. Research Objectives 5 2.4. Significance of the Study 5
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Obesity Ruba Albaroudi 150/150 A Obesity is becoming an ever growing issue in the United States. It is very important to completely comprehend the scope and nature of this epidemic. Children spend the majority of their day in school and most of them eat breakfast or lunch at least once a day in the school cafeteria. Serving unhealthy food that have high calories, corn syrup, and is processed contribute toward the growing obesity in our country. Although fast food is convenient
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Confidence and Economic Growth Introduction: Consumer confidence is a key driver of economic growth. It is widely considered an economic indicator of household consumption expenditure. Consumers tend to increase consumption when they feel confident about the current and future economic situation of the country and their own financial situation. In economies such as India and the US where personal consumption represents 66% and 71% of GDP respectively, consumer confidence has a particularly significant
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increasingly being used for a variety of inflation measurement and research applications, yet little is know about their relation to prices collected offline, where most retail transactions take place. This paper presents the results of the first large-scale comparison of online and offline prices simultaneously collected from the websites and physical stores of 56 large multi-channel retailers in 10 countries. I find that price levels are identical about 72% of the time for the products sold in both locations
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Introduction This paper aims at examining a case study of the Hispanic oriented broadcasting Company Entravision. With outdated customer inquiry strategies such as focus groups or interviews, Entravision slowly but surely fell behind in the ever more digitalized broadcasting market. Having found a market niche in the Hispanic market segment, Entravision set out to create a new Data analytics department called Luminar to utilize and profit from information gathered about the Hispanic core customership
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February 7, 2011 This chapter contains the gathered researches from different sources. These studies will be used as a guide and support to our research. Our related literature starts with the importance of writing and language, and goes on with the possible effects that might happen to these when technology is being used extensively. On the later part of the chapter are the gathered articles and case studies done by various researchers. Text Messaging Effects on Writing Texting feature
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exceptional. We also dedicate this paper to our friends and family members who have supported us throughout the process. We wish to dedicate our work to all our teachers and technicians who render great services to educate and train the youth Table of Contents Abstract Introduction Significance of the Research Statement of Problem Project Goals Research Questions Tools / Instruments of the Study Hypothesis Definitions of Terms Limitations of the Study Methodology of the Study Material Procedure Results
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Ryan Brown COM 702 3/18/2010 Final Paper In his paper entitled Idolizing and Monetizing the Public: The Production of Celebrities and Fans, Representatives and Citizens in Reality TV, Yngvar Kjus explores audience participation theories and new media by analyzing both the Norwegian and American versions of Idol, a popular reality musical competition series. His exploration of the program via the analysis of collective participation, idolization, and production tactics ultimately unveil a
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2012 Walking Game Culture A research conducted by: Mary Jane Francisco of L86 To be submitted to: Ms. Christina Rodriguez I. Introduction In modern times such as today, it is not unusual for people (of any age) to be seen with an electronic gaming device/game consoles such as cell phones, PSPs, computers, PlayStations etc. Humans over the years have been so inventive of ways to preoccupy themselves to avoid dull and null moments; thus the creation of video games
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ACCESS / ADULT AND CONTINUING EDUCATION STUDY SKILLS: MANAGING YOUR LEARNING A Guide for Students in Higher Education This guide was developed as part of the University’s Access and Adult Education Programme with support from the Targeted Initiatives Fund of the Higher Education Authority under the National Development Plan 2000 - 2006. HEA Higher Education Authority An tÚdarás um Ard-Oideachas Author: Rita O’ Donoghue, MPhil, M.A. (Ed) Editor: Anne Keane M.A. Cartoons: Richard Chapman
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