Tuesday, January 28, 2020

Sources of finance for British Airways

Sources of finance for British Airways British Airways Plc is an international schedule airline. The main activities of British Airways Plc are the operation of international and domestic scheduled air services for the carriage of the passengers, freight and mail and the provision of ancillary services. The Companys principal place of business is London with presence at Heathrow, Gatwick and London City airport. The Company also operates a worldwide air cargo services. The Company flies more than 300 destinations worldwide. The Company supports the United Kingdom economy by providing vital leisure travel for holidays and family reunion. Outcome 1: Sources of Finance: Lack of cash is one of the biggest problems facing a business. Business would not be able to survive without cash. There are various sources of finance to activate the company. Different sources of finance apply to different circumstances. Funds are available from internal as well as external sources of finance. But each source has some advantages and disadvantages. Figure: 1 Internal sources Internal sources of finance usually have the advantage that they are flexible. They may also be obtained quickly and need not require the compliance of the other parties. Retained Profit: According to Gitman (2008)The accumulated net income that has been retained for reinvestment in the business rather than paid out in the dividends to stock holders. The amount of profit which left in the business after paying tax and distribution to stock holders that is retained profit. This money can be used for the expansion or investment of the business. When a company makes profit it does not spend it, it keeps it to use for company development or the owner can think to keep it for any future difficulties. BA had been making lots of profit for long time, it did not spend all the profits. BA has lots of Retained profit which it can use now as the company is not doing well at present. Sale of New Shares: New shares or ordinary shares form the backbone of the financial structure of a business. When BA needs fund then BA can sell their shares to the public. To sell new shares BA needs the services of agency, normally Merchant Bank. There are some problems with this source of finance like the existing shareholders might object to sale the shares to the outsiders. Right Issues: According to Atrill (2008) New stock (share) issue offered to existing stockholders (shareholders) in promotion to their current stock/shareholding, for a specific period and at a specified (usually discounted) price. Rather than taking debt, BA can ask its existing shareholders to buy some new shares to provide extra capital. This type of issue gives the shareholders the right to purchase new shares at a discount price to the market and give the existing shareholders the opportunity to increase their stock. When the companies are in trouble, especially when the companies are unable to borrow more money they usually use right issue to pay the debt. But there are some problems of right issue, such as -the value of share will be deducted so that the numbers of share can be increased. Secondly it is not certain that shareholders always getting a bargain as there is no opportunity to compare the market value. External Sources: Leasing: Leasing is like renting a piece of equipment or machinery. The business pays a regular amount for a period of time, but the item belongs to the leasing company. Leasing is cheaper than buying equipment but it is good for the short term. It also useful when the technology changes very quickly, so that it can be regularly updated and replaced. It also makes the cash flow management easy because the payment is done regularly. There are some disadvantages of leasing; it becomes very expensive for the long term because the leasing company charge fees which makes the total cost of the company greater than the original cost. Hire purchase: Business hires machineries or equipments for a period of time for which the company makes some fixed regular payments. When the fixed payment is finished the company becomes the owner of that equipment or machinery. The difference between the hire purchase and leasing is that in case of hire purchase after finishing the fixed payment the company becomes the owner of the equipment but in case of leasing the company never becomes owner, Burton and Brown (2009). Preference Share: Preference shares offer investor a lower risk than ordinary shares, provided there are sufficient profit available. Preference shares normally give a fixed rate of dividend each year and when there is any payment of dividend then the preference shareholders will be paid first. Recommendations: The most appropriate source of finance to fund the expansion and other operating activities of British Airways Plc depends on whether it is for short-term or long-term, and also on the cost and speed of arranging the finance. The internal sources of finance can be obtained quickly particularly from working capital source- and need not require the compliance of other parties, so for example, if British Airways needs to arrange fund within sort time then internal sources are appropriate, if the company needs funds for short term then the bank overdraft or loans are appropriate. However it is advisable that the company should always think about a mixture of sources. Outcome 2 Investment appraisal: One of the most important long-term decisions for any business relates to investment. According to Ennew and Waite (2007) Investment is the purchase or creation of assets with the objective of making gain in the future. Typically investment involves using financial sources to purchase machine/building or other assets for the purpose of getting returns over a period of time. The six stages of investment appraisal: Figure: 1 Project identification: British Airways need to find new opportunities for investment, generating ideas for new business development to survive and to grow the company wider. Screening for strategic fit: A lot of project could create value for a company but not for other. For selecting a particular project British airways must have to be aware of whether they need more capital and whether they have experience and skill for service Analysing in detail the implication of accepting the project: British Airways need to concern about the incriminated cash flows that could be generated by the project. For this process they need to consider the capital assets, cost, time, scale of operation and so on. Project evaluation: For this process British airways need to calculate various number of appraisal from the cash flows forecasts. Accept/ reject decision: Sometimes British airways take decision in the first stage then evaluate the project, otherwise after evaluation they decide whether to accept or reject the project. Ex-post decision review: British airways should draw lessons from the project that goes wrong and the project that goes right. Common appraisal measures which are used in British airways are as follows: Payback Period (PP) Average Rate of Return (ARR) Net Present Value (NPV) Internal Rate of Return (IRR) Payback Period: According to Gitman (2008) Literally Payback is the amount of time required for the cash inflows from a capital investment in a project to equal the cash outflows. Payback periods are commonly used to estimate proposed investment and often used as an initial screening method. Payback period = Initial payment / annual cash flow So, if  £500 m is invested with the aim of earning  £700 m per year (net cash earnings), the payback period is calculated thus: P =  £500 m = 5years The shorter the payback period the better the investment. If there are two or more competing projects that are both shorter than the maximum payback period requirement then the decision maker should select the project with shorter payback period. Because using that project managers can recoup their cost within short time. Payback is perhaps the simplest method of looking at one or more investment project or ideas. Payback is popular because it is simply understandable and easy to calculate Payback uses cash flow not the profit and therefore it is difficult to manipulate. Average Rate of Return (ARR): According to Glautier (2001) The rate of earning obtained on the average capital investment over the life of a capital project; computed as average annual profits divided by average investment; not based on case flow. The average rate of return expresses the profits arising from a project as a percentage of the initial capital cost. The ARR method takes the average accounting profit; the investment will generate and expresses it as a percentage of the average investment met over the life of the process. Average annual profit ARR = ÃÆ'- 100 Average investment For example, British airways invested  £25m and expected to generate total revenues of  £50m for 5 years over the project. So  £50m à · 5 ARR = ÃÆ'- 100  £25 ARR = 40% Like payback method, ARR is also simple to understand and easy to calculate. There is also a link with some accounting measure that is commonly used. The Average Rate of Return is similar to the return of capital Employed in its construction; this may make the ARR easier for business planners to understand. The ARR is expressed in percentage terms and this also the manager easy to use. The ARR doesnt take into account of the project duration or the timing of cash flows over the course of the project. The concept of profit is very subjective and there is variation in accounting practice thats why ARR calculation would likely be different for identical project. The Internal Rate of Return (IRR): According to Shapiro (2003) The IRR is the annual percentage return achieved by a project, at which the sum of discounted cash flows over the life of the project is equal to the sum of the capital invested. Another way is that the IRR is the rate of interest that reduces the NPV to zero. Net Present Value (NPV): According to Dunn and Kilgour (2009) The Net Present Value (NPV) is an investment (project) is the difference between the sums of the discounted cash flows which are expected from the investment and the amount which is initially invested. It is the first traditional valuation method used in the Discounted Cash Flow (DCF) measurement methodology. NPV is calculated by using a discount rate equivalent to the interest which would be received, or interest to be paid by the firm. Rt NPV = (1+i)t Here, Rt = net cash Flow i = interest rate t = time NPV technique is mostly used by the managers because it is very easy to calculate. When the NPV is positive it means the project is worthwhile. So if there are more than one appraisal then the project should be selected which produces the highest NPV. But the biggest problem for NPV is that a project may have more than one IRR, if the company adopt IRR similar project and invest based on previous IRR which may not be appropriate. Outcome 3: Performance analysis for British Airways: After completing the proposed investment project it is the time to evaluate the performance analysis of British Airways: Figure:1 Non-financial: Balanced score-card: According to Norton and Kaplan (2009) The balance scorecard is a strategic and management system that is used extensively in business industry, government and non-profit organizations worldwide to align business activities to the vision and strategy of the organization, improve internal and external communications and monitor or organize performance against strategic goals. The balanced scorecard has evolved from its early use as simple performance measurement framework to a full strategic planning and management system. 12manage.com Financial Ratio analysis: British Airways produces annual and monthly financial statements to comply with record keeping requirement of the company. According to Gitman (2008) Financial ratio analysis and balanced sheet analysis ids incorporate in the financial scorecard tool, to provide a unique picture of a companys financial position 12manage.com Profitability ratio: The Profitability ratio is used to check that the company is generating an acceptable return for its owners. Gross profit margin: Gross profit represents the difference between sales value and the cost of the sales. Therefore it is a measure of profitability in buying and selling goods. Net profit margin: The net profit ratio represents the profit from trading operation before any cost of servicing long term finances are taken into account. ROCE: ROCE is considered to be a primary measure of profitability. It compares inputs (capital invested) with outputs (profit). Profitability of British Airways is growing every year that means the company is doing well and the profitability is better than Rayne Air in 2008. Liquidity Ratio: It is important for a business to be profitable, but profit is not sufficient on its own to guarantee survival. There must be sufficient liquid assets available to be forced into liquidation. Current Ratio: The current ratio is a measure of companys ability to meet its short time debts. This is important because the company could run out of cash and can be forced into liquidation even if it was making profit. Quick Assets Ratio (Acid Test Ratio): This ratio concentrates on those current assets which are immediately available to pay the creditors as and when they fall due. Total current assets are more than liabilities for British Airways in every year that means company doing well in compare to Rayne Air British Air is in better position. Efficiency Ratio: The efficiency Ratio gives an insight into the effectiveness of the companys management of the components of working capital. In year 2006 British Airways received payment within 30 days but the company made payment within 34 days, which is good for the company because the company made payment 4 days after receiving payment, other years also same situation. This is also comparatively better than Rayne Air.

Monday, January 20, 2020

Graduation Speech: Our Journey -- Graduation Speech, Commencement Addr

Roughly eighteen years ago, the twelve of us seniors were born in different places, under different circumstances and in different families, far from knowing each other and crossing each other's paths. Yet, God has already taken each of us under His tender care to work in us according to His plan. Our journey under the supervision of God has already started back then, each of us at a different starting point. After raising and nurturing each individual in a very personal way, it was in God's perfect plan for all of us to finally bring the twelve of us together at Johnson Academy and to make it part of our journeys to cross our paths with one another. If it were not for this school, many of us probably would not have known each other. We are living evidences that God has been at work in us all along from the beginning, because just the fact that people we don't know, know the same God, are living for the same God and love the same God is proof of God's existence and His universal work. We can only reach and impact so many and when we see that God has reached far beyond what we can reach and has everything under control. We fall on our knees and worship Him, because we know we are so small, worthless and ineffective compared to the mighty work God is doing. The twelve of us were brought together for the purpose of praising God for the work He has done in each of us, for we wouldn't have kno wn, let alone impacted each other, unless God had chosen to work in us and to draw us together in this time of our lives. Every change, every incident and every circumstance regardless of how small they may seem, are God's conscious provision and will that is actively taking place every day. Nothing is a coincidence, or luck. Throughou... ...rney the twelve of us took together and His plan to lead each of us into different directions, yet for the same purpose, to manifest His glory. Let me close with some verses from my favorite psalm, number 139. "For You formed my inward parts; You covered me in my mother's womb. I will praise You, for I am fearfully and wonderfully made; Marvelous are Your works, and that my soul knows very well. My frame was not hidden from You, when I was made in secret, and skillfully wrought in the lowest parts of the earth. Your eyes saw my substance, being yet unformed. And in Your book they all were written, the days fashioned for me, when as yet there were none of them. How precious also are Your thoughts to me, O God! How great is the sum of them! If I should count them, they would be more in number than the sand; When I awake, I am still with You." Thank you.

Saturday, January 11, 2020

Effects of Computer Games

Statement of the Problem This statement will seek answer on the following programs: 1. What is the profile of the Criminology students in terms of: a. Age b. Gender c. Year level 2. What are the Effects of Computer Games in terms of: a. Lack of Socialization b. Personality Changes c. Hyperactive Learning Disorders 3. What are the Level of Performance of Criminology Students in terms of: a. Classroom Interaction b. Psychological/Emotional Awareness c. Problem Solving and Written Exams 4.Are there significant relationships between Effects of Computer Games and the Level of Performance of Criminology Students? Theoretical Theory Social Responsibility Theory Social responsibility is an ethical or ideological theory that an entity whether it is a government, corporation, organization or individual has a big responsibility to society at large. This responsibility can be â€Å"negative†, meaning there is exemption from blame or liability, or it can be â€Å"positive†, meaning there is a responsibility to act beneficently.This theory is a good basis of the study because students not only spending excessive time playing computer games but they need to consider also their responsibility as a students and their satisfaction with their co-students living in the real world. Critical Theory Critical Theory has a narrow and a broad meaning in philosophy and in the history of the social sciences. â€Å"Critical Theory† in the narrow sense designates several generations of German philosophers and social theorists in the Western European Marxist tradition known as the Frankfurt School.According to these theorists, a â€Å"critical† theory may be distinguished from a â€Å"traditional† theory according to a specific practical purpose: a theory is critical to the extent that it seeks human emancipation, â€Å"to liberate human beings from the circumstances that enslave them† (Horkheimer 1982, 244). Because such theories aim to explain and transform all the circumstances that enslave human beings, many â€Å"critical theories† in the broader sense have been developed.They have emerged in connection with the many social movements that identify varied dimensions of the domination of human beings in modern societies. In both the broad and the narrow senses, however, a critical theory provides the descriptive and normative bases for social inquiry aimed at decreasing domination and increasing freedom in all their forms. Based on the concept of the research, this theory can relate to the study through applying a critical analysis to know the effects of computer games in the criminology students of MinSCAT Bongabong Campus. Conceptual Framework Fig. 1:Statement of the Hypothesis The Effects of Computer Games has no significant relationship to its level of performance of criminology students in social interaction, psychological behavior, and problem solving. Significance of the Study To the Students, this study aims t o provide information with regards to the effects of computer gaming. To the Professor, for them to have deeper understanding of the effects of computer gaming. To the Readers, awareness of the effects of computer gaming. And also the future researcher who will do research on the related topic will have a background on this study.Scope and Limitations This is limited to the students of MINSCAT in Bongabong. This paper was conducted during the year 2012 and the information’s gathered were limited to Bongabong Oriental Mindoro. This study focuses on the Effects of Computer Games including Lack of socialization, Personality Changes, and Hyperactive of Learning’s disorder that will be measured to its level of performance of criminology students through social interaction, psychological behavior, and problem solving. Chapter II The Review of Related Literature and StudiesThis chapter reviews the work of research workers on problems closely related to the present study. Fore ign Literature Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behavior, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack of exercise & tendonitis), Development of anti-social behavior and loss of free thinking & will.Anderson and Bushman (2001), found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent contents. Playing violent games increase aggressive behaviors’, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviours. Since most electronic games are vio lent, children below legal ages are emotionally disturbed and caused several changes on their behavior.Austin, Pinkleton & Fujioka (2000), quoted that â€Å"parental meditation is correlated with better academic performance. And has been shown to increase beliefs in social norms, and to decrease fear. † This refers to the parental consent of the player astheyplayaviolent-orientedgame. Gentile & Walsh (2002), wherein 55% of parents said that â€Å"always† or â€Å"often† should parents put limits on the amount of the time their children may play computer and video games, and 40% said they â€Å"always† or â€Å"often† check the video game rating before allowing their children to buy or rent computer or video games.Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of children’s video game play. Foreign Study From the time computer games made their way into family homes, parents have w ondered if violent video games may negatively affect children and teenagers. Today, parents still worry about the effects of violent computer games and of course it also remains a popular topic for the media.However, with a growing number of children and teens spending excessive time playing computer games, perhaps parents should be more worried about teenagers addicted to computer games than the effects of violentvideogames. An examination of the literature reveals that those who study video game addiction sometimes disagree on the proportion of children and teenagers addicted to computer games. However, the majority of studies suggest that approximately 5 to 10% of youth who play computer games become addicted.Compared to other psychological difficulties (such as depression and anxiety), teenage computer game addiction is obviously a relatively new problem faced by families. As such, parents may lack accurate and/or helpful information on the signs of computer game addiction, the risk factors for video game addiction, and strategies for helping teenagers addicted to computer games after the problem develops. As more therapists work with teenagers addicted to computer ames and more researchers study the problem, they are becoming better at detecting the signs of addiction, testing for video game addiction, and offering help to parents with teenagers addicted to computer games. Still, there is much confusion about exactly what computer game addiction is and how parents can help a teenager who seems far more interested in playing in a virtual world than living in the real world. Local Literature According to Josh Kearney, Online game addiction is caused by the constant updates and the never ending game play; this is solved by limiting online game downloads to one at a time.The problem with online game addiction is that it is distracting children and young adults from their needs. Online gaming distracts people from food, sleep, and schoolwork. Although certain people are able to control themselves, there are people who can’t. These people will play for hours on end, numbing them mind to the point where they can only think about game play. The cause of this is the fact that a person go on playing forever. To add onto this there are constant updates that once the hype a one dies down; a new one is introduced to build anticipation.Joshua Smyth, associate professor of psychology in The College of Arts and Sciences at Syracuse University, recently conducted a randomized trial study of college students contrasting the effects of playing online socially interconnected video games with more traditional single-player or arcade-style games. Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work). This proves my point that although these games can be fun, they can also be very dangerous.There, although, is a sol ution to this. As to most problems there is a solution. The solution to this problem is to limit the amount of games one person can place on a computer. This would be done simply by analyzing the key components of an online MMORPG. By doing this you can train computers to detect these qualities. After doing so, it would be possible to make the computer limit how many of these games are downloaded. There are also certain problems with this. http://www. papercamp. com Local StudiesBased on the previous research, the computer has also disadvantages aside from the fact that it provides the students information’s and other features. In that research they conclude many students spent more time playing rather than researching and doing other academic works. This is result to computer addiction. From these students, huge percentage of them is male. This shows that male students are more prone to be affected by computer disadvantages. The research goal is to inform the students about what computer can really do to them, how can it affects them and what it is that affects them.The researchers proved that the research made is really true and precise because they are also once addicted in using these so called computers (Justin Vista, Hienson Tan and Bryan Yaranon, 2009). Based on the related literature and studies stated in this research, all are significant because it serves as guidelines; gain more knowledge and additional information on how to distinguish the effects of computer games in the performance of criminology students of MINSCAT in Bongabong. Chapter III Research Methodology This chapter presents the research methodology that will be used and guide by the researcher to utilize in conducting this study.To find out the Level of performance of criminology students. Research Design The researcher will use correlation method of research to determine the difference between the perceptions of the respondents and the relation of the variables. Descriptive corr elation Method of Research is the process of descriptive research that goes beyond more gathering and tabulation of data. It involves an element of interpretation of the meaning of the significant relationship described. Respondents of the Study The respondents of the study are the students of criminology students of MINSCAT in Bongabong.MINSCAT have total population of criminology students of 205. Sample respondents will be computed on the Slovin’s Formula. (See Appendix __ for the List of Respondents) Formula: N= __N__ 1+Ne2 Where: n= Sample size N= Population size e= Percentage Research Instrument The study will use questionnaire by the researcher in gathering data and employed methods like interview, browsing in the internet and collecting data and information in the books and newspaper. Data Gathering Tools A set of procedures guided the researchers in gathering all pertinent data that will be needed in this research.First, a letter of request noted by the research advis er was sent to the Dean’s Office of MiNSCAT in Bongabong namely Edna G. Piol for permission to distribute the questionnaire. Second, the formal administrative of the questionnaires comprised all the directions in answering the questionnaire will be properly explained. Finally, the data will be sorted, tabulated, analyzed and interpreted using the most applicable technique in research. Scaling and Quantification A five point numerical with five (5) as the highest and one (1) as the lowest was used.Each numerical scale had the corresponding statistical limits and verbal description presented in table 2 below. Table 2 Scaling and Quantification Numerical Scale Statistical Limits Verbal Description 5 4. 50-5. 00 Everyday 4 3. 50-4. 49 Always 3 2. 50-3. 49 Often 2 1. 50-2. 49 Sometimes 1 1. 00-1. 49 Not at all Table 3 Reliability of Questionnaire To assure that all item are reliable, a test and re-test method will be use by researchers. TEST AND RETEST RESULT INDEPENDENT VARIABLES RELIABILITYDESCRIPTION Lack of Socialization0. 8454170Reliable Personal Changes0. 9827526ReliableHyperactivity learning Disorder0. 8460318Reliable DEPENDENT VARIABLES Social Interaction0. 7231594Reliable Psychological / emotional awareness0. 6673800Reliable Problem Solving/ written exams0. 6676692Reliable Level of Significance=5%df=8Critical r-value=0. 632 The computed r-values exceed the critical r-value 0. 632 with 8 as the degree of freedom at 5% level of significance, therefore the questionnaire is reliable. Ten respondents for post-test and another ten respondents for pre-test other than 25 respondents were requested to answer the same set of questionnaire.Responses were tabulated, analyzed and interpreted using the Pearson’s Movement Correlation. CHAPTER IV PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA This Chapter presents the results of the research along with analysis, interpretation based on the statement of the problem. Table 4 Mean Perception of the respondent s on the Effect of Computer Gaming in terms of Lack of Socialization PRODUCTSMEANRANKVerbal Description 1. I cannot socialize with other students. 3. 724OFTEN 2. I don’t have interest with other people. 3. 842OFTEN 3. I cannot established good relationship with my classmate. . 803OFTEN 4. I am not open with my parent’s parental guidance. 4. 24 1OFTEN MEAN3. 90OFTEN Table  ¬Ã‚ ¬4: Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Lack of Socialization. This table shows items 1-5 with the verbal description of often as the first rank, I am not open with my parent’s parental guidance. Second, I don’t have interest with other people. Third, I cannot establish good relationship with my classmate. And lastly, I cannot socialize with other students. The overall mean calculated is 3. 90 which are described as often.This means that computer gaming really affects the relationship of the teenage to the people surrou nds them particularly to their parents that may lead to lack of parental guidance. Table 5 Mean Perception of the respondents on the Effect of Computer Gaming in terms of Personality Changes PRODUCTSMEANRANKVerbal Description 1. Moody3. 042SELDOM 2. Childish3. 881OFTEN 3. Health Awareness2. 84SELDOM 4. Physical Awareness2. 843SELDOM MEAN3. 14SELDOM Table  ¬Ã‚ ¬4: Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Personality changes.This table shows items 1- 4 with the verbal description of seldom as the first rank, Childish. Second, Moody. Third, Physical Awareness. And lastly, Health Awareness. The overall mean calculated is 3. 14 which are described as seldom. This means that computer gaming affects the respondents in terms of physical, mental and emotional such as changes in mood and lack of awareness. Table 6 Mean Perception of the respondents on the Effect of Computer Gaming in terms of Hyperactivity Learning Disorder PRODUCTSM EANRANKVerbal Description 1. Addictive in computer games. . 361OFTEN 2. Obsessive in computer games. 2. 924SELDOM 3. Lack of thinking. 4. 082OFTEN 4. Lack of learning. 3. 883OFTEN MEAN3. 81OFTEN Table  ¬Ã‚ ¬4: Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Hyperactivity Learning Disorder. This table shows items 1- 4 with the verbal description of seldom and often as the first rank, Addictive in computer games. Second, Lack of thinking. Third, Lack of learning. And lastly, Obsessive in computer games. The overall mean calculated is 3. 81 which are described as Often.This means that computer gaming affects the behavior of the respondents, like addictive and also they tend to have a lack of continuous learning’s. Table 7 Mean Perception of the respondents on the Level of Performance of criminology students in terms of social interaction. PRODUCTSMEANRANKVerbal Description 1. I did not attend school gathering. 3. 873OFTEN 2. I am not active in school activity. 2. 694SELDOM 3. I cannot communicate professionally with my professor and classmates. 4. 451OFTEN 4. I am not approachable with my co-students. 3. 882OFTEN MEAN3. 72OFTENTable  ¬Ã‚ ¬4: Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Social Interaction. This table shows items 1- 4 with the verbal description of seldom and often as the first rank, I cannot communicate professionally with my professor and classmates. Second, I am not approachable with my co-students. Third, I did not attend school gathering. And lastly, I am not active in school activity. The overall mean calculated is 3. 72 which are described as Often. This means that the level of performance of the criminology student of MBC has a very non-satisfactorily performance in Social Interaction.Table 8 Mean Perception of the respondents on the Level of Performance of criminology students in terms of Psychological/ Emotional Awareness. P RODUCTSMEANRANKVerbal Description 1. I am not aware of the happiness around me. 2. 134RARELY 2. I don’t have interests on my study. 4. 321OFTEN 3. I neglect myself especially my hygiene. 3. 922OFTEN 4. I did not focus on my academic activities3. 683OFTEN MEAN3. 51OFTEN Table  ¬Ã‚ ¬4: Shows the overall mean perception of the respondents to the effects of computer gaming in terms of Psychological/ Emotional Awareness.This table shows items 1- 4 with the verbal description of rarely and often as the first rank, I don’t have interests on my study. Second, I neglect myself especially my hygiene. Third, I did not focus on my academic activities. And lastly, I am not aware of the happiness around me. The overall mean calculated is 3. 51 which are described as Often. This means that the level of performance of the criminology student of MBC has a very non-satisfactorily performance in Psychological/ Emotional Awareness. Table 9 Mean Perception of the respondents on the Level of Performance of criminology students in terms of Problem Solving/ Written Exams.PRODUCTSMEANRANKVerbal Description 1. I cannot solve academic problem easily. 3. 162RARELY 2. I cannot do multitasking activity. 2. 924OFTEN 3. I cannot handle situation properly. 3. 083SELDOM 4. I am not quick in solving and I am inefficient. 3. 241SELDOM MEAN3. 10SELDOM Table  ¬Ã‚ ¬4: Shows the overall mean perception of the respondents to the effects of computer gaming in terms of PROBLEM Solving/ Written Exams. This table shows items 1- 4 with the verbal description of rarely, seldom and often as the first rank, I am not quick in solving and I am unefficient.Second, I cannot solve academic problem easily. Third, I cannot handle situation properly. And lastly, I cannot do multitasking activity. The overall mean calculated is 3. 10 which are described as Seldom. This means that the level of performance of the criminology student of MBC has a non-satisfactorily performance in their academic. Summar y Table of r and r2 the Effects of Computer Gaming in the Criminology Students of MBC IV Effects of Computer GamingDV Level of Performance of Criminology Students of MBC Social InteractionPsychological/ Emotional AwarenessProblem Solving/ Written Exams rrrLack of Socialization. 03-. 96. 87 Personality Changes. 32. 38. 87 Hyperactivity Learning Disorder. 52-. 84. 77 Critical r-value= . 195df=25significant level of 5% This table presents the r-values of the effects of computer gaming in the students of MBC through level of performance. Since the majority of computed r-value exceeded the critical r-value of . 195 with 25 degree of freedom at 5% level of significance, therefore the null hypothesis is rejected which means that there is a significant relationship between the effects of computer gaming and the level of performance of criminology of MBC.It reveals that all the dependent and independent variables are significantly correlated with each other. Through calculations performed, t he researchers arrived at the ff. interpretations: The researchers interpreted that Lack of Socialization towards Social interaction has a very small positive correlation; high negative correlation towards Psychological/ Emotional Awareness; and very high positive correlation.In terms of Personality Changes, it has a very small positive correlation towards social interaction; moderately small positive correlation towards Psychological/ Emotional Awareness; and very high positive correlation towards problem solving/ written exams. In terms of Hyperactivity Learning Disorder, it has high positive correlation towards Social Interaction; high negative correlation towards Psychological/ Emotional Awareness; and high positive correlation towards Problem Solving/ Written Exams.

Friday, January 3, 2020

Organizational Management And Leadership, A Christian...

The research topic for this paper focuses on three subject areas from Chapter 4 of the text book, â€Å"Organizational Management and Leadership, A Christian Perspective†, that seemed most important (Satterlee, 2009). First, vision is an important leadership characteristic because it establishes purpose and sets the path to the future for the entire organization. Second, servant leadership is an important model for leadership as it results in a collaborative culture where all levels of employees are likely to work together to achieve goals. Finally, change leadership is important as change is inevitable and the longevity of an organization can be determined by how effectively change is managed. Key Words: vision, servant leadership, change leadership, Scripture Vision – Servant Leadership – Change Leadership Vision, servant leadership, and change leadership are related, and together they yield practical positive results and are supported by biblical instruction. Vision is one characteristic of a good leader – the ability to communicate the future goals of an organization in such a way as to motivate employees to work hard to support the goals (Satterlee, 2009, 103). Connected to vision is the important model of servant leadership model that focuses on collaborative stewardship versus individual ownership (Satterlee, 2009, p. 113). Finally, change leadership is important because organizational change is inevitable, and visionary leaders who rely on aspects of servantShow MoreRelatedOrganizational Management And Leadership : A Christian Perspective Essay802 Words   |  4 PagesDiscussion Board 1: Managerial Roles Definition: â€Å"Managerial roles are tasks a manager is expected to perform based on the position he or she holds in the organization.† Satterlee, A. (2013). Organizational management and leadership: A Christian perspective. (2nd ed). North Carolina: Synergistics International Inc. 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