Friday, May 15, 2020

Communism vs. Hegelism - 1679 Words

In the late 18th and early 19th century, revolution was on the tip of the world’s collective tongue. The French monarchy was in the process of being overthrown; there was political and civil unrest throughout Europe. In the midst of all this turmoil Georg Wilhelm Friedrich Hegel emerged, presenting an analysis of history that would echo through the future, an understanding of the human condition, and an estimate of the end of said history and what would bring it about. This end of history would be brought about by the State, for the State’s sole purpose was to bring positive change and freedom to the individual. Less than a century later, Karl Marx released the Communist Manifesto. Marx had drawn heavily from Hegel for basis of his†¦show more content†¦Hegel believed that this was the case because the State, the democratically elected, equally represented State, exists for one reason only: to provide and improve the freedoms of the individual citizens withi n it. The State is created and owned by all the people that it rules, â€Å"The State, its laws, its arrangements, are the rights of its members† (Hegel 346). As a result, Hegel believes that there can be no further progression of society, as there is no longer a class to oppress another. There will be no more class struggle, no more uprisings, no more revolution for all changes will now be made within the State. Change will occur, but history, as Hegel has described it, will no longer progress. By stating that history has ceased and that we have reached our perfect method of achieving freedom, Hegel has essentially proposed a perfect, overly idealistic world; a world which we have no indication that we have reached, and if we still have yet to improve, he makes no mention of where improvement much occur. In essence, this leaves those following a Hegelian view of society without any real path to follow, and no set objective to achieve. Conversely, Marx lays out not onl y what is required of the world in order to attain our perfect societal state, but also what is required in order to arrive there. Carl Marx, while similar to Hegel in some ways

Wednesday, May 6, 2020

Video Games And Its Impact On Education Essay - 2222 Words

Gaming is on the rise and it is easy to fathom that the use of gaming in education is also increasing. Thus, educational gaming is listed as one of the â€Å"10 Major Technology Trends in Education† (Riedel, 2014). One reason gaming is increasing so rapidly is because â€Å"the very notion of what a game is has broadened to include a variety of experiences† (Jayanth, 2014). Michael D. Gallagher, president and CEO of Entertainment Software Association which conducts consumer research and analysis said, â€Å"Video games are the future. From education and business, to art and entertainment, our industry brings together the most innovative and creative minds to create the most engaging, immersive and breathtaking experiences we’ve ever seen† (Entertainment Software Association, 2016). We as teachers seek to engage our students. If video games and gaming can better involve our students in the lesson, it is my belief that we should absolutely use it in our classroom. This trend is shaping education technology because digital gaming is just that, digital. It requires some sort of technological devices in order to play. There are gaming applications that are minute and do not require much from a device. Basically, anyone can play these games so long as they have technology equipment. You also have much more extensive games that require special hardware, such as a certain processor, large amounts of memory and a graphics card. Depending on the game you employ in your classroom willShow MoreRelatedVideo Games And Its Effects1074 Words   |  5 PagesVideo games have some adverse effects, but they are also valuable learning tools. Research about the role of video games as instruments of higher education is inadequate. The data is also limited by the lack of long-term studies and inconsistent findings. Anyone that has not participated in the activity of playing video games may look down on those that do, because it is not seen generally as a prod uctive use of one’s own time. If playing video games were to be compared to other activities that areRead MoreVideo Games Are Not Considered The Aspect Of Learning1695 Words   |  7 Pagesa secret what the video game industry has experienced rapid growth. During 2009 to 2012, in the United States, the video game industry is increasing faster than the US economy as a whole four times, the report from the Entertainment Software Association released under in recent. Video games may be expected to continue to take place our TV, computers, smart phones and screen. By 2016, the size of the global game market will reach $ 86.1 billion. 1.2 Connect Although video games are always not consideredRead MoreThe Impact of Technology1443 Words   |  6 PagesTechnology, mainly computers and video games, have made a vast difference in our society. Many years ago there were not very many forms of technology that existed. People often used type writers, went, dancing, did puzzle, and played board games for entertainment. Nowadays, the use of computers has become extremely popular. If an individual is not using a computer for some form on entertainment, they are most likely using it for something along the lines of school or work. Technology has gone fromRead MoreThe Impact Of Video Games On Children1594 Words   |  7 PagesTylor Staffileno 12 April 2017 The Impact of Video Games on Children Introduction â€Å"Video games are bad for you, that’s what they said about rock-n-roll† (Shigeru Miyamoto). Video gaming is regarded as a ubiquitous part of children and adolescents’ life. Children who are daily involved in this activity in the US account for 97% of their total. Additionally, for those at an average of 8-13 years old, approximately, 8.5% of them are addicted to playing video games. Moreover, children at the age of 13-18Read MoreVideo Gaming Technology Can Be Beneficial Essay1741 Words   |  7 PagesVideo Gaming Technology can be Beneficial Student’s Name Institutional affiliation Video Gaming As a concerned parent, one would easily feel coaxed to venture into analyzing every aspect of the child s welfare from a day-to-day perspective. There is a common concern over what the kids play around with as well as the impacts created upon the receiver. Similarly, the use of video gaming presents a common challenge as to whether the games are of benefit or not in the educational systemRead MoreTime to Play with Education1500 Words   |  6 PagesTime to Play with Education The exponentially evolving video game technology has impacted the lives of the most recent generations. Play is an effective way for young children to acquire knowledge on their own. With games becoming more and more mobile and easy to access, it is safe to say that most, if not all, have learned a thing or two from playing video games. There are many assumptions that these stimulating games bring nothing but a negative influence to students’ academic performance. ItRead MoreEffects of Violent Video Games on Children Essay1660 Words   |  7 PagesEffects of Violent Video Games on Children The use of video games has become tremendously popular among children and adolescents in the past decade. In fact, â€Å"Sixty-eight percent of U.S. households play computer or video games.† (David Jenkins, 2009) This statistic reveals how important it is to understand the effects that these games can have on individuals and more specifically, children. Over the years, numerous studies have been conducted investigating whether video games have positive orRead MoreThe Love of the Game: Video Games Essay977 Words   |  4 PagesThe Love of the Game Currently, video games are a part of the lives of nearly all children. Video games are an element of modern life and have a lasting impact. There are various opinions regarding the impact that video games have on young children. For example there are those who believe that video games cause nothing but harm to children. On the other hand, there are others who believe that video games effectively support children’s learning. Educational video games offer children endlessRead MoreThe Positive and Negative Aspects of Video Games in Society968 Words   |  4 Pagesprominent in our culture is video games. As it is becoming more prominent, it is also evolving throughout the years. Video games now are becoming more complex and influential in our society. People can use this type of entertainment was a way to relieve stress or a way to socialize with others online. Video games is almost available everywhere, from video consoles to cell phones, most Americans have played a video game before. The American myth is that Americans mostly view video games as a way to pass timeRead MorePositive Outcomes Of Video Games1576 Words   |  7 PagesOutcomes of Video Games Video games are the fastest growing form of entertainment in the world and many adolescents play video games for hours every day. According to a survey conducted by Gallagher, 58% of Americans play video games and 43% of game players believe that computer and video games give them the most value for their money, compared with DVDs, music or going out to the movies (2-3). However, in the past few decades there has been debate over the positive and negative effects of video games

Tuesday, May 5, 2020

Description about Environment - Business Life cycle - Reward & Pay Strat

Question: Describe about the Background, Environment, Business life cycle and Current Reward and pay strategies of Starbucks Organization? Answer: Background of Organization Organizational strategy Starbucks tries to implement the product improvement strategy by creating well suited product line. They also implement lean techniques for achieving operational excellence (Thompson and Lonnie 1999). They also implement staff development through training and even implemented the quality services to customers. Objectives Starbucks objective is to open 50 outlets in less than 4 years, and gain market share by 75%. They are also working on creating brand awareness (Alfie 1993). Mission To set up Starbuck as best supplier of finest coffee all over world through maintaining unbending principles Values To create warmth culture To act with full courage and give challenge to status quo To connect with respect, dignity and transparency Environment Industry Starbucks operate and compete in coffee retail industry. Due to economic crisis, consumer spending got less on luxury items and they select to purchase low price goods, instead of high price coffee. Coffee industry grew with low yearly growth of 0.9% in 2008-2013 by present revenue of $29 billion in the United States. Its forecasted that it might increase by 3.9% in coming 5 years (Talloo 2008). Business life cycle Coffee retail industry is mature, and Starbucks has more than 60% of market share that gives them power in determining trends of industry (Talloo 2008). US coffee and Snacks retail market share Current Reward and pay strategies Starbucks rewards are its bonus that is achieved through goals achieved, partner discounts, store discount and tuition assistance (Frey and Margit 2002). Their bonus is also based on sales, shrinkage inventory, as well as controllable expenses. They also give bonuses based on performance (Vroom 1964). Conclusion Starbucks gives bonus to their employees on the basis of factors like sales, shrinkage of inventory and controlled expenses. Starbucks also give bonus on the basis of net profits and on the basis of performance of the employees. Pay for performance culture within the Starbucks supports the company in enhancing the motivation of the employees through giving clear direction, tangible rewards, quality feedback, dedication of employees, as well as recognition of the key elements related to job satisfaction. Pay and reward strategies of Starbucks has helped them in improving the retention in the company, and the same is actually improved through meritocratic management or through the pay for performance (Frey and Margit 2002). Through the pay for performance strategy of the company has also helped them in saving the cost, as the company is in the position to give reward to individuals, whose performance could support in achieving the main corporate objectives. Starbucks try to change the viewpoints and behavior of the international consumers to the coffee and this success of the company have caught the attention of customers in global markets (John 1990). As per the Starbucks, motivation is the key factor of companys policy and key to achieve success. Presently, Starbucks is the fastest growing corporation and high profit performance and low employees turnover has helped the company in achieving their objectives. Pay and reward strategies of Starbucks are opposite to the classical management principles, which is mainly concern with workers ideas (John 1990). It is analyzed that cultural values of the company helps the company in successfully managing the diverse workforce and its the responsibility of managers to motivate the employees by formulating good pay strategies. References Alfie, K. 1993. Rewards verses learning: A response to Paul Chance. Phi Delta Kappan, 74, pp. 783 787 Frey, B.S. and Margit, O. 2002. Successful management by motivation: balancing intrinsic and extrinsic incentives. Germany: Springer-Verlag Berlin Talloo, T.J. 2008. Business Organisation Management. New Delhi: Tata McGraw-Hill Thompson, J.R. and Lonnie, A. J. 1999. Student resource: Starbucks Corporation. Strategic management, 11th ed. New York: McGraw-Hill. Vroom, V.H. 1964. Work and Motivation. New York: Wiley. Frey, B. S. and Margit, O. 2002. Successful management by motivation: balancing intrinsic and extrinsic incentives. Germany: Springer-Verlag Berlin John, A. 1990. Understanding motivation. England: The Talbot Adair Press.

Wednesday, April 15, 2020

The Crucible Devices Used To Create Hysteria Research Paper Example

The Crucible: Devices Used To Create Hysteria Paper Arthur Millers The Crucible is superficially about the story of how one girl, of the lowest class, created paramount chaos in a brief time span, in the small town of Salem, Massachusetts. The girl, named Abigail, manipulated the townspeople to become stricken with fear and terror. Underneath this external layer lies the story of persecution, deception and fallacious accusations. It is about how the social hierarchy of a seemingly rational town could be disarrayed, how deceit can become truth, how people can be wrongly victimized and condemned. Mostly, it is of how one person can disturb the peace of a society, creating vast amounts of hysteria. One of the most important devices used in The Crucible is the one of the antagonist herself, Abigail Williams. She is described in the play as being a strikingly beautiful girl, an orphan, with an endless capacity for dissembling (page 8-9). She is a stunning, bewitching teenager of seventeen years, however, she is able to conceal and hide her true motives, thus making her the perfect villain for the story. She has the typical femme fatale persona, one who brings disaster to men and all others who are unfortunately entwined in her sick games. Because of her ability to mask her intentions throughout the play, she manages to manipulate and exploit everyone in town with power to condemn and chastise the innocent. Abigail represents the repressed longings of all the Puritans in Salem. She is the only person in town who does not suppress her desires. She is the simplest character of all the major characters in the story, and has a clear objective of pursuing John Proctor after their affair, as well as eliminating Elizabeth. We will write a custom essay sample on The Crucible: Devices Used To Create Hysteria specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on The Crucible: Devices Used To Create Hysteria specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on The Crucible: Devices Used To Create Hysteria specifically for you FOR ONLY $16.38 $13.9/page Hire Writer Declaring witchcraft in Salem allowed Abigail to elevate in the social hierarchy system from being a servant, to one who is able to convict any towns-person of the worst allegation possible, Devil-worship. The setting in which the play is set is Salem, Massachusetts, in the late 17th century, in the year 1692. It is a Puritan society, indicating that it is a strict, solemn and fearful town. The people of Salem are gullible and superstitious, prone to being overly religious. Because of their devout attitude towards religion and God, they are daunted by many fears, including the fear of witchcraft, the Devil and Hell, death and of being caught. In this restrictive community, one is not allowed to enjoy oneself or participate in celebration of any kind, instead, physical exertion and strict compliance with their religion are the most appropriate way to measure faith, trust and honesty. The Salem witch trials allowed those who held grudges to act upon them, allowing many innocent people to be found guilty, thereby sentenced to death by hanging. The time of the Salem witch trials is described by Arthur Miller as One of the strangest and most awful chapters in human history.

Thursday, March 12, 2020

A Purpose for Everyday Use essays

A Purpose for Everyday Use essays Alice Walkers Everyday Use is a story with great examples of the literary devices. Two of the most prominent literary devices include theme and vivid characters. The characters tie in very closely with the theme. The theme of the story starts to be revealed when Wangero asks for the butter churn top and is most fully developed when she again asks for her mothers quilts. Mama, Dee and Maggie are round characters, but only Mama is dynamic. Dee and Maggie remain static and relatively unchanged throughout the entire story. While Mama is the only dynamic character in the story, it is the unchanging of her daughters that produce her epiphany. Mama is very content with her meager rural life. She is very proper, however, in the fact that she wants to keep her small house in a presentable fashion. When she receives news that her daughter is coming to visit she starts preparing for her arrival. A yard like this...inside the house. (para. 1) Mama is very concerned by how her daughter will react whenever she comes back home. She sometimes dream a dream...tears in her eyes. (para. 4) She yearns to have Dee love her and wants the whole world to know it. When Dee arrives, Mama is startled to find that she is no longer Dee, but another incarnation of her daughter named Wangero. David White described the time period in which this story took place as a time when Many blacks wanted to rediscover their African roots, and were ready to reject and deny their American heritage, which was filled with stories o f pain and injustice. (White 24) Dee had changed her name in an effort to cut all ties with those who had oppressed her and her ancestors. Mama is a bit surprised to find out this information, but maintains her emotion of necessary love from her daughter by saying If thats what you want us to call you, well call ...

Tuesday, February 25, 2020

The role of stand up meetings in agile software development ( benefit) Essay

The role of stand up meetings in agile software development ( benefit) - Essay Example This study investigated one of the most important elements of the Agile approach, daily stand-up meetings. Over 40 percent of all the respondents were developers, the other bigger proportions were made up of project managers, analysts, software testers and solution architects. This can probably be attributed to the fact that in any process of software development, developers play the greatest role as they are directly involved in the technical processes. According to Martin (2003), an Agile development team needs sufficient software development personnel with deep experience and good working relationship to succeed. Project managers also formed a substantial proportion of all respondents; this too can be explained by the fact that every Agile team has got to be led by a project manager. Sometimes we have a larger project split into smaller project tasks each with a project manager (Larman, 2004). Other roles represented by respondents included Team Leads, Scrum Masters, CEOs, Testers , Delivery Managers, Agile coaches and Product owners. Many responses were not obtained from these groups, probably because they did not play huge roles in their team or they happened to be in leadership positions e.g. CEOs and Team Leads.The software development process function better at optimal conditions; this can only be made possible with the right number of members in a team, each playing a key role. Depending on the company and software development requirements of a project, Agile team sizes differ from project to another, Scrum and DSMD recommend that an ideal project team should have about 10 or twelve people. XP does not have a particular preferred number but recommends that teams be as small as possible. Over 83.8 percent of the respondents indicated that they worked in a team of between one and ten members - these are relatively small groups. Many software developers prefer to carry out projects in small flexible and manageable groups as recommended by the Agile methodo logy. Agile software development is particularly very iterative and participative and requires excellent communication, consultations and interaction between the members. For such teams to work effectively they require a moderate to minimum number of members for flexibility and greater team bonding, for example, stand-up meetings can be more effective and practical with fewer members in the team rather than a large number of members (Larman, 2004). A number of different Agile methods are used in software development. These include Scrum, DSDM, Extreme Programming, and Lean-Kanban. The choice of method is largely determined by software development needs as well as preference. According to Larman (2004), project needs sometimes dictate the choice of method between the various Agile methods. - Developer preferences also play a large part in determination of the methods to be adopted, in most cases once a method is adopted it is used by a company consistently for all other projects. Thi s study found that scrum is the most preferred Agile method with over 59 percent of the respondents using it. The popularity of scrum can be attributed to its ease of use and flexibility. According to Rising and Janoff (2000), Scrum remains the most

Saturday, February 8, 2020

The role of the United States Fire Administration (USFA) in promoting Essay

The role of the United States Fire Administration (USFA) in promoting electrical safety in the home, or at the workplace - Essay Example The USFA has been playing a vital role in promoting the electrical safety in homes and workplaces by conducting researches, spreading awareness about the causes of electrical fire and the safety precautions. According to the research data collected by USFA, the electrical home problems alone account for 67800 fires each year claiming 485 deaths and $868 millions in property loss.2 Providing the basic software to enable the National Fire Incident Reporting System (NFIRS) to be executed at the state levels has been a major contribution of the USFA. 3The NFIRS is a three tiered information system working at three levels – local fire departments, state fire agencies and the federal government and aims at promoting the fire incident reporting and tracking fire fighter fatalities. The software provided by the USFA empowered the state level execution of the NFIRS which is faster, cost- effective and more accurate in detecting the cause of fire, which is primarily due to electrical malfunctioning. The organization funds the National Fire Information Council (NFIC) through a series of cooperative agreements to promote fire incident reporting. The United States Fire Administration along with National Fire Academy also sponsors NFIRS program management course. Using a hierarchical sorting based on Ignition factor, the USFA smartly investigates the cause of fire a nd states the electrical distribution and appliance misuse as the major causes of electrical fire. The curtailed number of electrical fire accidents in the recent times can be accredited to USFA for the widespread use and awareness of the NFPA 70, National Electric Code. The USFA has been a pioneer agency involved in encouraging people to safeguard against the electrical fire by maintaining and sharing data as well as setting standards for the appropriate electrical wiring and appliance specification systems. The organization has been proactively involved, in not just