Thursday, December 26, 2019
And Importance Of Colorado American Sign Language...
Research Topic: discover the relevancy and importance of Colorado American Sign Language Interpreters and Transliterators in education (ASLI/TiE) knowledge and use of Colorado Academic Standards (CAS) in their preparation for interpreting content in the classroom thus minimizing the potential for providing a non-meaning based interpretation that may contain errors. Problem Statement: Unprepared ASLI/TiE impact the depth of Deaf or Hard-of-Hearing (DHH) students critical thinking and learning required in content contained in the CAS. A large majority of Colorado ASLI/TiE provide communication and learning accessibility services to the DHH student population. It is widely known in the general practitioner interpreting communities thatâ⬠¦show more contentâ⬠¦Purpose of design: the purpose for this research project relates to my desire to educate ASL/TiEââ¬â¢s, Teachers of the Deaf, and other stakeholders in the education of DHH students of the impact the lack of knowledge, use and application of vital resources pertaining to CAS has on the interpretation of classroom content. Therefore, the purpose of the instructional design is to develop a three to five week online professional development course which investigates, analyzes, and discusses the CAS and the resources on the CDE website. From the research and survey done in 2015 I wish to increase ASL/TiEââ¬â¢s awareness, use, and application of the information and resources that pertain to CAS by 70%. As part of the survey I asked interpreters of their interest in learning more information related to academic standards to which a large percentage indicated they were. The research I believe will also require I find a way to assess the current state of affairs related to the standards, interpreters knowledge and level of preparation. Additionally is their current research on interpreting in the educational setting related to preparation, knowledge of the classroom goals and objectives, interpreter miscues, and other issues related to this group of professionals. Educational Goals: The curriculum of this course, based on my research findings, will integrate sound interpreting practices, cognitive learning development of DHH students and how the interpreters
Wednesday, December 18, 2019
Disney s Organizational Structure Of Mgm - 1705 Words
MGM Resorts International is a publicly traded company viewed as a front runner in the entertainment and hospitality industry. MGM owns fourteen properties, employs 62,000 individuals, making them Nevadaââ¬â¢s largest public employer, and creates over ten billion dollars in sales and revenues each year. The organizational structure of MGM is similar to that of any other large company, consisting of a Chief Executive Officer, Chief Operating Officer, Chief Financial Officer, President, and countless vice presidents and directors of various specialized departments within the organization. The difference in this organization and many others lies within its organizational structure, behaviors, and practices. While itââ¬â¢s easy to discount the company generally associated with Sin City, it cannot be overlooked that the company has remained successful by adhering to its missions and values, fostering growth and development through the years, engaging employees, and most importantly, creating an experience for the millions of customers visiting every year. An organization as large and prominent as MGM consists of many leaders and managers with individual roles and skills. MGMââ¬â¢s current CEO, James Murren, joined the MGM family as a CFO in 1998, and through his innovative ideas and leadership, he was appointed to CEO of the company in 2008. James has taken on many roles as CEO of the company, including interpersonal roles in motivating and leading employees, acting as spokespersonShow MoreRelatedDisney Organizational Behavior Essay2561 Words à |à 11 PagesDisney Organizational Behavior i Disney Organizational Behavior Axia College of the University of Phoenix MGT 245/Organizational Theory Behavior Bonetta Mozingo September 14, 2008 Disney Organizational Behavior 1 Walt Disney once said, ââ¬Å"You can dream, create, design and build the most wonderful place in the world, but it requires people to make the dream a reality.â⬠He realized early that the only way his company would be successful, and he couldRead MoreResources Capabilities20336 Words à |à 82 Pagescompetitive edge that can be sustained over time. ââ¬âHIROYUKI ITAMI, MOBILIZING INVISIBLE ASSETS Youââ¬â¢ve gotta do what you do well. ââ¬âLUCINO NOTO, FORMER VICE CHAIRMAN, EXXON MOBIL OUTLINE l Introduction and Objectives l The Role of Resources and l Organizational Capabilities Classifying Capabilities The Architecture of Capability l Appraising Resources and Capabilities Establishing Competitive Advantage Sustaining Competitive Advantage Appropriating the Returns to Competitive Advantage l Putting ResourceRead MoreThe Walt Disney Company and Disney Management25371 Words à |à 102 Pagesopened its doors to European visitors. 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Judge (2011) Organizational Behaviour 15th Edition New Jersey: Prentice Hall393164 Words à |à 1573 PagesOrganizational Behavior This page intentionally left blank Organizational Behavior EDITION 15 Stephen P. Robbins ââ¬âSan Diego State University Timothy A. Judge ââ¬âUniversity of Notre Dame i3iEi35Bj! 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TOFFLER â⬠The marketing environment LEARNING OBJECTIVES After reading this chapter, you should be able to: describeRead MoreProject Mgmt296381 Words à |à 1186 Pagesvendor selection (.3.4.5) 11.2.2.6 SWAT analysis 6.5.2.7 Schedule compression 9.4.2.5 Leadership skills G.1 Project leadership 10.1 Stakeholder management Chapter 11 Teams Chapter 3 Organization: Structure and Culture 2.4.1 Organization cultures [G.7] 2.4.2 Organization structure [9.1.3] 9.1.1 Organization charts 1.4.4 Project offices Chapter 4 9.2 Building the team (.1.3) [3.5.3] [App G.2 Building teams] 9.4 Managing the team 9.3.2 Team building activities 9.2.4 Virtual teamsRead MoreExploring Corporate Strategy - Case164366 Words à |à 658 PagesST Electronics ââ¬â total quality management for business excellence. Sony (A) ââ¬â a diverse hi-tech multinational responds to change with repeated reorganisations. Arts Council ââ¬â changes in structure and responsibilities in funding the arts in the UK. Tetra Pak ââ¬â success through a project-based organisation structure. Fed-Ex ââ¬â packaging new business models to deliver competitive advantage. Forestry Commission ââ¬â from forestry management to service provider: the challenge of managing change. Marks Spencer
Tuesday, December 10, 2019
Persepolis Anaylis of Kim Wilde free essay sample
Kim Wilde Analysis In Kim Wilde, itââ¬â¢s been a year after her Uncle Taher dies, Iran reopens its borders. The family gets their passports. Marjane wants the family to take a vacation together but her parents tell her that they need a vacation alone. They tell her that they are going to Turkey. They promised to bring her back Western things, like posters of Kim Wilde and Iron Maiden. Marjaneââ¬â¢s father says that he really likes Iron Maiden and the marjane and her mother couldnââ¬â¢t believe it. In Turkey, the Satrapis go to a record store and buy the posters. They then must think of ways to get the posters back through traditions. None of the ideas seemed to work Marjaneââ¬â¢s mother was being creative and she was stitching the posters into a big coat that Mr. Satrapi was wearing. He was feeling silly in the big coat, but when they get back to iran , they reassured the agent there that they have nothing unlawful and the agent lets them pass. They reassured the agent there that they have nothing unlawful and the agent lets them pass. When they get back to the house, Mar]ann.s mother begins passing out the presents they had brought her. They give her a denim jacket, a Michael Jackson button, and a pair of Nikkei sneakers.They took the posters out of the coat and Marianne was very happy. She says, l love Turkey. She puts the posters in her room, nears the sneakers and the jacket, and plays air guitar Just like Iron Maiden. She tells her mother that she is going out, Just down the street, and thinks that her mother is more tolerant than most other mothers who would not let their daughters go out alone at such a young age. Marianne goes to the corner and buys tons of tapes from men selling Western goods at the black market. She was being sly about it until a group of women stops her.They are members of the womens branch of the Guardians of the Revolution. They question her on her Western dress. They ask her why she is wearing punk sneakers, and Marl secretly thinks they know nothing of hat punk really is. They bully her for wearing a Michael Jackson button and she tries to tell them it is a Malcolm X button because Marianne states: Back then, Michael lacks was still black. They pull her scarf over her head and terrorized her to take her to the committee, the WHQL of the Guardians of the Revolution. Marianne Lies and ells them that her mother is dead and that her stepmother is very cruel and will burn her with an iron or send her to an orphanage if she does not go home. The omen believe her, they let her go. Back at home, she does not tell her mother what has happened and goes to her room and plays her new tapes loud. She sings: Were the kids of America Prolepsis Analysis of Kim Willed ay Impractical In Kim Willed, its been a year after her Uncle Ether dies, Iran reopens its they are going to Turkey. They promised to bring her back Western things, like posters of Kim Willed and Iron Maiden.Manners father says that he really likes Iron Maiden and the Marianne and her mother couldnt believe it. In Turkey, the Satrapies posters back through traditions. None of the ideas seemed to work Manners mother Nas being creative and she was stitching the posters into a big coat that Mr.. Satraps Nas wearing. He was feeling silly in the big coat, but when they get back to Iran , they pass. When they get back to the house, Manners mother begins passing out the presents they had brought her. They give her a denim Jacket, a Michael Jackson Marianne was very happy.
Monday, December 2, 2019
Violent Toys and Children Essay Example
Violent Toys and Children Essay From larning playthings to miniature autos. playthings have ever been an influence on kids. Young kids have trouble dividing facts from phantasy. Children learn through drama. and they learn by illustration. It is through inventive drama that the kid begins to larn some of the functions and behaviors of society. Learning to collaborate. negotiate. take bends and drama by the regulations are all of import accomplishments learned through drama. The accomplishment larning procedure through drama and games is applied in Montessori kindergartens which have turned out to successful method of learning all around the universe. Young male childs and misss have ever looked up to their Barbies or grew in exhilaration when watching their Hot Wheelz fly around the path seeking to get away the jaws of a shark. Many of these playthings are get downing to develop to be more realistic such as nerf guns or ground forces figures. With promotions in engineering. an increasing sum kids are get downing to play on their tablet or other digital device instead than playing with physical playthings. Violent toys werenââ¬â¢t as accessible to kids a few old ages back. and since. kids have shown an addition in force of ages 10 and up. We will write a custom essay sample on Violent Toys and Children specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on Violent Toys and Children specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on Violent Toys and Children specifically for you FOR ONLY $16.38 $13.9/page Hire Writer It is of import that violent playthings are monitored because they are easy accessible. are funded by the ground forces and is going progressively popular in video games but these issues can be easy prevented by parents. Some of the most popular playthings recently have been of plaything guns or violent statuettes which populate the shelves at plaything shops. Violent playthings are in an copiousness and are easy accessible to kids. The M2 Research company did a survey which showed that 91 % of childs between the ages of 8-11 drama the popular shoot-them-up war game. Call of Duty . This game is made for an older audience and has an ESRB evaluation of M for Mature. It is rated M because of blood and Gore. intense force. strong linguistic communication which is non something an 8 twelvemonth old should be exposed to. Many toy shops now place their violent points on the first shelf in forepart of the entryway because of their success in the market. Violent playthings can be purchased in many shops around a metropolis. including local dollar shops. Games like Call of Duty are even being sold at Toys Rââ¬â¢ Us franchises. despite their Mature evaluation. It is non difficult to see that violent plaything and picture games sell when characters like Master Chief from Microsoftââ¬â¢s successful Halo franchise become the face of specific picture game consoles. such as the XBOX . Children are able to larn about their civilization through the playthings that they play with. If a kid was asked what a gun was. they would be able to place it from the GI Joe they were playing with. As stated earlier. violent playthings are easy to come by and would be a daunting undertaking for a parent to forbid their kid from utilizing them. Harmonizing to an Article in the New York Times. The U. S. Military and the American Toy industry have a long clip history of working together. Both parties benefit from the relationship. War toys non merely have negative impacts on childââ¬â¢s behaviors but they help in cultivating any negative thoughts. even set up some beliefs on their heads that may non be suited for them. Some experts argue that war playthings are besides used as a propaganda tool that portray one group as right and powerful whereas the enemies to be less powerful and incorrect. It is parentsââ¬â¢ counsel that is necessary to maintain their kids off from such playthings that propagate violent sadistic behaviors in them every bit good as assist them get away from the propaganda pit. The relationship is non a manus off. but in fact a trade. The ground forces does non merely fund plaything development. but it besides develops its arms and vehicles off playthings. For illustration. the M-16 rifle is really based of a merchandise of Mattel. Other inspirational points include. SuperSoakers ( for quick-loading rifles ) . theoretical account planes ( recon drones ) . and video game accountants ( for robotic vehicles ) . By making new military promotions off of plaything. the ground forces is able to develop todayââ¬â¢s military personnels as kids. Younger kids have embraced electronic playthings. and so hold the ground forces. The Institute for Creative Technologies. is a company created by the ground forces in 1999. It is a cooperation between the amusement. video game and computing machine scientific discipline industries and the Army to develop preparation simulations. These preparation simulations are made to be every bit close to world as possible by utilizing high definition artworks. realistic arms and entertaining narrative lines to make an immersive grade of world a participant experiences. which is a cardinal gross revenues property in the picture game market. and critical in a military simulation. The Army now has its ain game. Americaââ¬â¢s Army. which can be downloaded without charge from its enrolling Web site. AmericasArmy. com. At the Marine Corps Warfighting Laboratory. a 15-inch unmanned truck called the Dragon Runner. is guided by a six-button computer keyboard modeled after Sonyââ¬â¢s PlayStation 2 picture game control. Military interior decorators felt confident that soldiers would be familiar with it. and partly trained to utilize it. The Dragon smuggler can establish with the usage of a bungee cord or merely a flip of the arm. similar to dally planes that a kid would play with. In todayââ¬â¢s modern society where violent picture games make a big per centum of the industry. many kids turn to their picture games than board games or other playthings. As past U. S. Senator Joseph Lieberman ( 1998 ) stated late. these games â⬠¦ are portion of a toxic civilization of force that is enfolding our kids. that is assisting to desensitise them and film over lines between right and incorrect. and promoting some of the most vulnerable of them to perpetrate violence . In fact. playing violent picture games was implicated as a possible contributory factor in schoolyard slaughters. specifically at Columbine High and Westside Middle School in 1999. Despite the turning concern. kids still seem to be passing more clip playing video games. A recent study released by the Kaiser Family Foundation ( 1999 ) reveals that a bulk of 2 to 18-year-old kids in the U. S. have entree to a picture game console in their place. About three-fourths of all kids surveyed have at least one console. Besides. a 3rd of all kids in this age group have a picture game system in their ain room. The information from this survey besides shows that 8 to 18-year-old male childs spend 41 proceedingss per twenty-four hours playing picture games whereas misss in this age group spend merely 12 proceedingss. These findings suggest that many kids non merely hold entree to place bet oning systems. but besides spend at least some clip every twenty-four hours playing such. Several surveies have examined the impact that gambling has on individualsââ¬â¢ aggressive inclinations. Some of the research conducted in the 1980s found a relationship between game playing and aggression. Video games in the 1980s did non even compare to the realistic picture games of today and were much less violent. Consistent with this thought. more recent grounds found by the University of New South Whales suggests a positive relationship between playing synergistic violent media and aggressive. and prefer violent gambling content. There is besides a turning organic structure research done by Stoney Brook University that shows a nexus between playing violent picture games and aggressive ideas. readings. and/or behavior. The same research workers revealed that playing violent picture games is significantly associated to aggressive behavior. As a consequence from all this research. it ecomes of import to analyze merely how much force is in video games popular with young person. Although the research shows how negative violent picture games can be on society. their popularity continues to increase. There are more than 40. 000. 000 transcripts of Call of Duty. the most popular franchise. in the U. S. entirely. Violence provides an immersive bang that chiefly males are hardwired to bask and this sells the merchandise. Children are invariably detecting the universe around them and with the influence of violent playthings. it is of import that parents take a balanced attack by monitoring and seting the positions towards force. It will be a hard challenge to set an terminal to force in plaything and media. and for greater odds of success. it is of import that parents conform their childââ¬â¢s positions toward force. Wholly cutting of a kid from violent playthings and games may back-fire as the kid may want the forbidden. Keeping a weapon does non do all kids possible slayers. but if explained. can instead be used for murdering firedrakes with their imaginativeness. Parents should besides look into the Entertainment Software Ratings Board ( ESRB ) displayed on all video game covers. The ESRB informs parents on the content within the game. and its age-appropriateness. Parental controls are besides available on all new picture game consoles. Parents can utilize these controls to forbid content they do non O.K. of in games and even media that is streamed through the devices. Parents should besides restrict the usage of violent points in their family to cut down opportunities of their kid going obsessed. It is possible that a kid becomes emotionally attached to their favorite plaything. which may act upon them in the long tally. Violence has made its manner into the mean place through childrenââ¬â¢s playthings and picture games. the same plaything that are funded by the military. but has been progressively relevant in video games. although this can be solved through parentsââ¬â¢ actions. Violence playthings are non needfully a bad thing. but should still be watched carefully as different kids react to it in different ways. Many childs enjoy holding a nerf gun war with their fellow equals and do non stop up going consecutive slayers. Until farther and more concrete research has been done. we will non genuinely cognize the consequence of violent playthings on kids.
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