Thursday, April 30, 2020
Romeo And Juliet Essays (637 words) - English-language Films
Romeo and Juliet Romeo and Juliet is one of Shakespeare's plays about tragedy. It is about two lovers who commit suicide when their feuding famillies prevent them from being together. The play has many characters, each with its own role in keeping the plot line. Some characters have very little to do with the plot but some have the plot revolving around them. Friar Lawrence does not have very much time on stage but the time he does have is crucial to the plot line. Through his words Friar Lawrence demonstrates the he is a good intentioned, yet sometimes short-sighted, man who is not afraid to take risks to help others One of Friar Lawrences most favourable traits is how good intentioned he is. He may do something out of the ordinary if he thinks the outcome will help someone he cares for. For example, when he says "In one respect I'll thy assistant be; for this alliance may so happy prove, to turn your households rancour to pure love."(Act 2, Scene 3), he is saying that the only reason he will marry Romeo and Juliet is because he hopes that the marriage will end the hostilities between the two houses. When he says "Shall Romeo by my letters know our drift, and hither shall he come; and he and I shall watch thy waking, and that very night shall Romeo bear thee to Mantua." (Act 4, Scene 1), he tells Juliet how everything will be all right. Unfortunately, for all his good intentions the play still ends in tragedy. Friar Lawrence is a man who is not afraid to take risks when he feels it is neccesary to help someone. For example in Act 2, Scene 6, when he marries Romeo and Juliet, he is risking his reputation as a Friar so he can help the two lovers. Also, when he says "Take thou this vial, being then in bed, and this distilled liquor drink though off;" (Act 4, Scene 1), he is suggesting that Juliet drink a potion so that she might feighn her own death and avoid marrying Paris. This is an extremely risky thing to do because anything might happen to Juliet while she unconscious. Even after all Friar did to help Romeo and Juliet the play still ended in tragedy because of Friar Lawrences' short sightedness. When the Friar married Romeo Juliet in secrecy, he did not think of all the complications that would arise but instead went on with the marriage because at that time he thought it was the right thing to do. In Act 4, Scene 1, he gave Juliet a sleeping potion without thinking of the possible outcomes of such an outrages plan. He admits that much of the fault of the tragedy lies in his hands when he says "And her I stand both to impeach and purge myself condemned and myself excused", and when he say "Her nurse is privy; and, if aught in this miscarried by myself..." (Act 5, Scene 3). Although Friar Lawrence does not have an especially large role, his role is none the less important. It is because of his good intentions that he was willing to help his friends that Romeo and Juliet were married - a key event in the play. It is because of his willingness to take risks for his friends that Juliet aqquired the sleeping potion - another key event in the play. Finally, it was the shortsightedness of his actions that in part led to the deaths of the two lead characters. This demonstartes that Friar Lawrence was a man who was a man with good intentions who was willing to take risks to help his frieneds. If he had been any other way, the play might not have turned out the way it did.
Saturday, March 21, 2020
Free Essays on Unveiling What Is Behind Sylvia Plathââ¬â¢s ââ¬ÅMetaphorsââ¬Â
According to Websterââ¬â¢s New American Edition Dictionary a metaphor is a figure of speech which makes an implied comparison between things which are not literally alike (ââ¬Å"metaphorâ⬠). We use metaphors constantly to more accurately relay our thoughts and feelings to others by using what is familiar to describe something that may be new or confusing. They often help create a visual image or evoke emotions that adjectives alone cannot. Sylvia Plathââ¬â¢s poem ââ¬Å"Metaphorsâ⬠consists entirely of what its title suggests: metaphors. This leaves the reader with the duty of discovering what meaning lies beneath these metaphors and what Plath is using them to describe. The many metaphors may seem unrelated and confusing unless one closely inspects the details that reveal their similarities. She never clearly states what she is alluding to, but with examination of this poem, it is possible to conclude that Plath is describing her pregnancy. With the knowledge of what the metaphors depict, we can explore below the surface of the poem and discover what lies much deeper. We know Plath is trying to explicate her new thoughts and experiences as a pregnant woman with the use of metaphors, but how does she really feel about this pregnancy? Plathââ¬â¢s metaphorical choices reveal that she believes her pregnancy has consumed her identity leaving her as nothing more than the embodiment for a developing child. She sees no beauty or miracle in her pregnancy. Rather, it seems that she feels she is fulfilling a duteous task or obligation. Knowing she has no control of the changes her body is experiencing, she surrenders to the pregnancy and does no more than acknowledge the responsibilities that come with it. One fascinating aspect of ââ¬Å"Metaphorsâ⬠is that its structural foundation is based on the number nine. Not only is the poem nine lines long, but each of those lines consist of nine syllables. Plath even presents herself to be ââ¬Å"a... Free Essays on Unveiling What Is Behind Sylvia Plathââ¬â¢s ââ¬Å"Metaphorsâ⬠Free Essays on Unveiling What Is Behind Sylvia Plathââ¬â¢s ââ¬Å"Metaphorsâ⬠According to Websterââ¬â¢s New American Edition Dictionary a metaphor is a figure of speech which makes an implied comparison between things which are not literally alike (ââ¬Å"metaphorâ⬠). We use metaphors constantly to more accurately relay our thoughts and feelings to others by using what is familiar to describe something that may be new or confusing. They often help create a visual image or evoke emotions that adjectives alone cannot. Sylvia Plathââ¬â¢s poem ââ¬Å"Metaphorsâ⬠consists entirely of what its title suggests: metaphors. This leaves the reader with the duty of discovering what meaning lies beneath these metaphors and what Plath is using them to describe. The many metaphors may seem unrelated and confusing unless one closely inspects the details that reveal their similarities. She never clearly states what she is alluding to, but with examination of this poem, it is possible to conclude that Plath is describing her pregnancy. With the knowledge of what the metaphors depict, we can explore below the surface of the poem and discover what lies much deeper. We know Plath is trying to explicate her new thoughts and experiences as a pregnant woman with the use of metaphors, but how does she really feel about this pregnancy? Plathââ¬â¢s metaphorical choices reveal that she believes her pregnancy has consumed her identity leaving her as nothing more than the embodiment for a developing child. She sees no beauty or miracle in her pregnancy. Rather, it seems that she feels she is fulfilling a duteous task or obligation. Knowing she has no control of the changes her body is experiencing, she surrenders to the pregnancy and does no more than acknowledge the responsibilities that come with it. One fascinating aspect of ââ¬Å"Metaphorsâ⬠is that its structural foundation is based on the number nine. Not only is the poem nine lines long, but each of those lines consist of nine syllables. Plath even presents herself to be ââ¬Å"a...
Thursday, March 5, 2020
Free sample - The Pros and Cons of Video Games. translation missing
The Pros and Cons of Video Games. The Pros and Cons of Video GamesThe world of electronic gaming has undergone radical transformation since it was conceived more than two decades ago. At the beginning, games like Super Mario Brothers, and Pong were just childish, enjoyable, and essentially harmless. However, today, video gaming has become a thriving industry that has a wide range of customers, spanning various ages, genders, nationalities, and moral beliefs. Just like books, television, and movies, some video games are aiming at the older audience through the use of violence, sex, and adult content. Despite the existence of a rating system and recognition for people wishing to purchase adult video games, some politicians and parents claim that video games have a hugely negative impact on the young generation. In efforts to locate the blame about the content of video games, politicians and developers alike seem to have forgotten that parents have a responsibility to make decisions on the type of material that is suitable for their children. Farrales observes that Video game content appears to have become an issue for the first time when Mortal Kombat was released in 1993 (12). Many parents complained the high degree of violence evident in the graphic depictions of blood, fighting, and death. The ESRB (Electronic Software Ratings Board) was formed by the Entertainment Software Association with the aim of coming up with a rating system for monitoring the content of video games. Fernandez indicates that video games stand accused of bringing about violence, obesity, and lousy grades (3). However, some people beg to differ, pointing out that the games are ideal for childrenââ¬â¢s mental well being. Video games are not just hard, they are adaptively hard. The games tend to challenge the players at the edge of their mental abilities. As players become better and score higher points, they are challenged to move up the ladder of more demanding play levels. This adaptive challenge can be stunningly powerful in the case of entertaining video games. Scientists point out to the importance of video games in ascertaining the extent to which the human brain is malleable. In this regard, fast-paced video games that are action-packed have been proven, in different studies, to boost spatial perception, visual acuity and the ability to pick out objects easily in a scene. Complex games that are strategy-based can significantly improve many cognitive skills, including reasoning and memory. These findings fit in well with the scientistsââ¬â¢ increasing understanding of the malleability of the human brain. Researchers are now aware of the way in which practicing and learning an extremely challenging task can change the human brain. The question of generalizing gaming situations to non-game situations remains one of the main issues that surround many emerging game software being marketed as a way of keeping the human neurons spry as we continue to age. It is still unclear whether these games are helpful in situations that are outside the context of the game. However, in a promising study carried out in 2008, senior citizens who began playing Rise of Nations, a game devoted to nation building and acquisition of territory, started improving on many cognitive abilities, thereby performing impressively on various subsequent tests of memory, multitasking, and reasoning. The tests were administered after training was carried out for eight months. Unfortunately, no follow-up testing was carried out to determine whether the gains lasted or not. There are attempts by researchers to concentrate on the most crucial aspects of off-the-shelf games, potentially allowing designers to come up with many new games that can boost the human brain power. In the same light, there has also been some focus on determining how video games can be used to promote socially acceptable behaviors, particularly actions that can be of help to other people. Unlike, say books and movies, video games do not just have content, they are also defined by rules that are clearly stipulated. In every video game, certain actions are rewarded while others are punished. For this reason, they contain an immense potential to train children about values and ethics. However, the same games could also be used to reward antisocial behavior just as easily as the pro social behavior. A significant number of off-the-shelf games contain strong pro-social themes, for instance, the Oregon Trail or The Sims. These two video games make the players fully responsible for the well being of each other. A big challenge for developers of new games will be to figure out ways of wrapping virtuous features into a highly engaging package. Ultimately, quips Gallagher, every video game should be an entertaining experience (2). On the other hand, it is true that some of the most popular video games are the violent ones. The reason why the market is flooded with violent games is that violence sells. People enjoy action-packed violent games most. It is rarely a matter of contention whether a game is violent or not. The contention arises regarding how violent the games actually are. In an interview with Dr. Craig Anderson, a leader in the current research on the various effects of prolonged exposure to violent computer and video games on aggressive behavior, the General Aggression Model was discussed at length. Dr. Anderson pointed out that he was motivated to research about aggression in video games by the work he did on the model as well as on media violence literature. Dr. Anderson pointed out that although there were hundreds of studies on aggression and violent video games, many questions remained unanswered. Students were looking for compelling and publishable research topics, and in this way, they were able to come up with many gaps in the literature. In the beginning, Dr. Anderson looked at priming issues in the context of media violence effects. However, after debating with cognitive psychologists, the researcher thought about modifying the Stroop test, although he chose to adopt reading reaction time tasks among participants. Dr. Anderson pointed out that many researchers in the media violence generally think that everyone who is high on trait aggression is influenced more by exposure to media violence than by anything else. In other words, the conviction among many scholars is that highly aggressive people are the ones who are most susceptible to the video gamesââ¬â¢ harmful effects. In the early years of video gaming, violence used to be cartoonish. In games such as Space Invaders and Wonder Boy, when a player killed an enemy, this would be shown by the unfortunate subject disappearing in a small explosion or a cloud of smoke and debris. At the time and with the technology that was current, these games were considered violent. Today, with improvements in technology, people no longer disappear in a cloud of smoke and debris. Today, enemies have to bleed before they die. The grotesque image of the corpse also has to appear, complete with a gunshot wound. A game such as Metal Gear Solid 2 portrays enemies performing elaborate maneuvers when a player shoots them. It is always thoroughly entertaining to shoot them at the limbs and to see them go limp, or to shoot at their radio, rendering it useless. Some people say that what has increased is the level of realism and not violence, since the aim has always been to shoot and kill anything that comes in oneââ¬â¢s way. However, this very aspect of realism makes some forms of violence appear acceptable, for example, in Wonder Boy, and others unacceptable, for example, in Metal Gear Solid 2. Yet others do not notice any difference in various types of violence, insisting that violence of whatever nature brings about the same effect on society. Farrales highlights the views of General Everett Koop, a U.S. surgeon, who once claimed that home and arcade video games are among the top three reasons where there is family violence (4). There are many instances that would perfectly make Koopââ¬â¢s statement on the negative impact violent video games on behavior agreeable. However, there are also many instances that portray violence as having little or no any negative effects on the individuals playing them. Some kids play video games and end up becoming violent people. Others play them but do not become increasingly aggressive. These varying outcomes make it difficult for the effects of video violence on all players to be determined accurately. Meanwhile, the most undesirable aspects of violence in video games include lack of punishment for killing, constant killing and hurting of other people, and perpetual justification for killing other people. This situation makes players to start accepting killing as an acceptable means of solving problems. They are also made to believe that there is nothing wrong with violence. In other words, violence is desensitized, and players start seeing human beings as mere objects rather than human beings, thus drastically lowering their empathy levels. Of course older players can differentiate between fantasy and reality, but children cannot. Surprisingly, argues Anthes, these older people are affected by video games as well, though not in the same way as kids. Among kids, the violence contained in video games leads to increase in aggression. A common effect of video games is to make players developed abnormally high adrenaline rates, which may result to hyper-aggressiveness together with the symptoms of Attention Deficit Disorder. Increase in adrenaline rates leads to stimulus addiction, a common response among children who are often immersed in violent video games. People who suffer from stimulus addiction require stimulation that is increasingly strong in order to attain the same emotional experience. Sometimes, this search for stimulation leads them so go looking for more violent video games. Meanwhile, the question of whether video games result in violence in the real world remains unanswered. Many parents are worried that violent games will not only bring about restlessness in their children, they will make them more violent their behavior as well. Farrales points out to the research that was done in 1998 on a group of children aged between 5 and 7 years (9). In this study, the children were observed to imitate during free play whatever they had experienced in video games. Children who had played games with violent themes were aggressive, while those who played active, nonviolent games reflected their experiences in their play. The level of stimulation in both cases appeared to be more profound in girls than in boys. This could be because, generally, males are exposed to violence more, making a significant increase in aggression to be more profound in females. Unlike TV or movies, which present a predominantly passive viewing experience, violent video games require an individual to shoot, stab, rob, and kill enemies actively. With a movie, even if one was to watch it several times, some additional details may be obtained but it is fundamentally about the same thing. With a video game, many things can be changed according to oneââ¬â¢s way of thinking, level of play, and dexterity in pressing the control buttons. Fernandez points out that Cho Seung-Hui, a student who killed 32 people at the Virginia Tech Campus back in 2007, is reported to have been played video games obsessively, and many commentators have been instinctively linking game violence with the killings in the campus. Claims of Cho Seung-Huiââ¬â¢s stint with obsessive video games were debunked by the campus panel that investigated the killings. The obvious problem with the desensitization claim made on video games after the Virginia Tec incident is that millions of adults and kids play violent video games every day and they never engage in any violent behavior. In fact, during the past decade when video games have surged in popularity, violence by youth has declined. According to a study that the Center for Disease Control and Prevention released, the number of school killings reduced considerably between 1992 and 2006. However, this is not where the debate ends. Although video games may not directly result in school shootings, it is undoubtedly strongly linked with aggressive feelings. Those who are opposed to computer and video games would want to see them censored. These people cite many reasons for their stance. They insist that over-dependence on video games fosters social isolation, since in some cases the games are played alone. They also point out that women are portrayed as the weaker sex, sexually provocative and always helpless. Moreover, game environments are always based on gender bias, aggression and plots of violence. Additionally, video games have inspired criticism because of the way in which they fail to provide actions that require creativity and independent thought. Instead, they confuse fantasy with reality. In most of these games, there is no alternative route to winning other than being a violent player. Furthermore, not surprisingly, academic achievement tends to be negatively related to the overall time that is spent playing computer and video games. Anand indicates that there is a correlation between use of video games and academic performance, if the grade-point average (GPA) and scholastic aptitude tests (SAT) on students who use video game are anything to go by (555). According to Anandââ¬â¢s study, there is a negative correlation between the time spent by student playing video games and the studentââ¬â¢s SAT and GPA scores. The research findings presented by Anand suggest that video and computer games could be having a detrimental effect on the GPA of the individual, and possibly, on SAT scores as well. Although the results portray statistical dependence, it still remains rather difficult to prove a cause-and-effect relationship. This difficulty arises from the complex nature of academic performance as well as student life. In a New York Times article published on the November 15, 2010 edition, the question of whether stores should sell violent video games to minors was raised. Indeed, the question was not of the article writerââ¬â¢s own making, it was being debated by the Supreme Court in an attempt to determine what the writers of the Bill of Rights would have thought about a violent video game like Postal 2. In the New York Times Article, Adam Liptak wrote that the justices struggled to define the manner in which the First Amendment ought to apply to video games. A suggestion was made on the imposition of a $1,000 fine on all stores that continue to sell violent video comes to minors. The violence in the computer games, according to the Supreme Court, is characterized by acts of killing, dismembering, maiming, and sexually assaulting a human beingââ¬â¢s image, in a manner that is ââ¬Ëpatently offensive, lacks serious artistic, scientific, political or literary valueââ¬â¢, and appeals to the deviant and morbid interests of minors. In summary, the cons of video games by far outweigh the pros. There is a need for these games to be regulated, particularly with regard to access by minors. The regulation standards imposed by the ESRB should be revised to reflect the need to protect children and students from being lured into the world of aggressive video games. à à Anand, Vivek. ââ¬Å"A Study of Time Management: The Correlation between Video Game Usage and Academic Performance Markersâ⬠, CyberPsychology Behavior, 10.4(2007): 552-559. Anthes, Emily. ââ¬Å"How video games are good for the brain.â⬠The Boston Globe, NY Times Co., 12 Oct. 2009. Web. 18 Oct. 2010 Farrales, Bernard. ââ¬Å"Violence in Video Games.â⬠Violence in Video Games,à N.p., n.d. Web. 18 Oct. 2010 Fernandez, Alvaro. ââ¬Å"Playing the Blame Game: Video Games Pros and Cons.â⬠SharpBrains, SharpBrains, 26 Sept. 2008. Web. 18 Oct. 2010 Gallagher, Richard. ââ¬Å"Video Games: Cons and Pros.â⬠Education.com. NYU Child Study Center, n.d. Web. 18 Oct. 2010. National Society Honor in Psychology, Sarah Howe, Jennifer Stigge, and Brooke Sixta interview with Dr. Craig Anderson: Video Game Violence, Web, (n.d) The New York Times, Should Stores Sell Violent Video Games to Minors? November 15, 2010.
Monday, February 17, 2020
Los angles Essay Example | Topics and Well Written Essays - 1000 words
Los angles - Essay Example However, the once underdeveloped city started experiencing exponential growth after the construction of the Santà © Fe railway lines. Consequently, Los Angeles would emerge as an economic base in farming and the oil refineries. Additionally, tourism and real estate started gaining prominence in the city. Notably, the production of movies and the location of Hollywood in the city have made Los Angeles and California in extension a prime location for local and international visitors. Today Los Angeles is best known for the production of movies, music, video games, and TV shows boost the cityââ¬â¢s fame worldwide. Los Angeles boasts of other attractions such as the popular walk and the famous Getty Museum. A visit to the Los Angeles fulfills ones dreams and presents an experiment of a lifetime. Things to do in LA include; the thrill of visiting Hollywood is an opportunity one can exploit while alive, this chance presents a visitor with a unique occasion to share the moment with celebrities. A visit to the Disney Concert Hall offers Disney world one of the most established children entertainment theaters and indoors entertainment and sporting events (Jonsonââ¬â¢s 2012, p.134). In Disneyland, tickets for adults goes for $99 and $93 for children per day. However, young ones who love theme parks will also enjoy Universal Studios. Moreover, the walk of fame makes every visitor feel famous; the chance to share this moment with family and loved ones presents a relaxed moment in the middle of the city. Further, LA ensures that a tourist get a unique chance to live his or her handprints encrypted forever in the Graumanââ¬â¢s Chinese Theater. The Beverly Center is a classic ambiance for c hildren and the family. The Grand Park in the civic center is filled with benches and open area where a family day out is well spent with a magnificent view the fountains. Tourists get a unique taste the of the culture in LA by visiting museums such as the Getty Museum, and the
Monday, February 3, 2020
Innovation and Development Essay Example | Topics and Well Written Essays - 3000 words
Innovation and Development - Essay Example But there are many obstacles to a real climate of development in those countries. One big issue is political corruption. This is one of the most difficult problems that need to be overcome for the developing countries to find a way out into higher levels of socioeconomic development. The United Nations through some of its institutions studies closely all the issues related to development and poverty reduction. Innovation policies will indeed help any developing country to find an appropriate climate for competition that can produce structural changes in favour of a real enhancement of the socioeconomic development. "According to World Development Report 1998 (WDR) in addition to taking advantage of the large global stock of knowledge, the developing countries should develop the capability to create knowledge at home. It also acknowledges that 'some types of knowledge must be built from the ground up'. This capability to create knowledge at home must encompass not only strategies to develop knowledge locally but also policies and mechanisms that will eventually enhance the capability of the nation to absorb knowledge. Together these would constitute public innovation policies in the developing-country context." As we can see from these assertions, innovation policies are necessary in order for the developing countries to adapt themselves to this new knowledge society in which the globalization process is a reality in every corner of the planet. Dr. Mani (2003) speaks about the market shortcomings in the following terms: "Further the recent Human Development Report 2001 of the UNDP also states that the market is a powerful engine of technological progress, but it is not powerful enough to create and diffuse technologies needed to eradicate poverty. Even in the network age, domestic policy still matters. All the countries, even the poorest, need to implement policies that encourage innovation, access and the development of advanced skills." Once again the need for innovation policies seems to be a priority in this new scenario of global restructuring among all the nations with a transition period from an industrial-manufacturing society to a knowledge society. But there is a very common problem in most of the developing countries regarding the lack of innovation policies or even the awareness of their existence as a tool that can increase the competitive advantage of any enterprise in any market leading to sustainable development thanks to the power of innovation. Dr. Mani (2003) addresses this problem as follows: "Most developing countries do not have a policy on innovation, as it is generally believed that developing countries do not engage in any innovative effort at all. At best they are expected to undertake incremental innovations, which are basically the adaptation of imported technologies to local conditions. But the recent growth experience of some of the developing countries and especially those from East Asia shows that they have become generators of new technologies." We have South Korea and Singapore as relevant
Sunday, January 26, 2020
Management and Leadership (ML) Reflection in Nursing
Management and Leadership (ML) Reflection in Nursing Description of the incident /near miss The incident occurred in a care centre that provides nursing care and support for 20 young people with a physical disability (YPD) and 65 older people. The settlement consists of four individual units; two ââ¬Å"dementiaâ⬠, one ââ¬Å"residentialâ⬠and one ââ¬Å"YPDâ⬠providing care for people with many different conditions. Staff work allocated to individual units but is expected to help out in other than allocated units when necessary. One member of staff had a terrible attitude towards working/helping out in one of the dementia units and refused to do so when delegated to work there. This led to a challenging situation that could cause risks related to short staffing issues. The analysis relates to the key elements of competence: Management and Leadership (ML) The situation was critical to me because it undermined safeguarding practice, affected teamwork concept and disorganised work causing workload difficulties. It was linked with factors that could affect safety and pose risks to clients ( ML 1.13) and therefore as a leading member of staff I had to take action by organising work and co-ordinating duties by prioritising needs (ML 1.1). According to the company regulations both dementia units should have daily minimum 5 care and 1 trained staff and 4 +1 in the other two on duty. When all staff present at work on the incidentââ¬â¢s day had been checked; the ââ¬Å"residential unitâ⬠turned out to be overstaffed (5+1staff). I have decided to take advantage of this opportunity and utilise available human resources in order to provide care for the clients in my unit (ML 1.5; 1.6) and delegated a member from the ââ¬Å"over staffedâ⬠unit to help us. It was obvious to me that I had to act non-judgementally to ensure equality and fairness towards all clients (ML 1.6) by allocating adequate number of staff for each unit. The refusal to help in dementia unit was motivated by ââ¬Å"fear to work in an unknown environmentâ⬠. However the members of staff on duty working in the unit that was short were experienced and well organised workers. The delegated member of staff who denied to help was explained that she could benefit from joining the experienced team and encouraged to learn more about dementia affected clientsââ¬â¢ needs and how influence the clients outcomes (ML 1.3; 1.15). Feelings Knowing the group of clients in dementia units from my own experience; their needs and limited abilities to act for themselves, I felt obligated to act for them. As a leading, trained staff I had the duty to ensure the patientââ¬â¢s right to be cared appropriately was met and the power to organise and co-ordinate work. It was a good opportunity to point out questionable behaviours that had potential advantages for the improvement of quality of care in the Home. Also the incident gave me the chance to show recognition to the experienced members of the team by asking to guide the new (in the unit) colleague. Evaluation The ability to re-organise work in one unit, so that we could attempt to manage to work in the short staffed unit without calling agency or bank staff was a positive aspect. Awareness of the workload and the ââ¬Å"routineâ⬠of work in the dementia units allowed me to think about what to do and how to do it. My main aim was to ensure ââ¬Å"ourâ⬠clients were safe and looked after appropriately. As soon as I have noticed that one unit was ââ¬Å"overstaffedâ⬠I have decided to delegate one of their members to work with us. This might have been good in relation to co-ordinating work and the use of available resources but on the other hand it could have as well caused the incident. I planned the delegation effectively but the implications of the delegation of duties could have been explained first. Before co-ordinating and delegating I could have taken 5-10 minutes to explain to the delegated member of staff that she will work with an experienced team where support will be provided and that she could gain new experience and knowledge that she may well benefit from in the future. Nevertheless, I simply presumed that the perception of the situation was the same for everyone. I did not consider the feelings or experiences of the member of staff that was meant to be transferred to our unit for her shift. Once the situation was explained and an informal verbal warning was given to the ââ¬Å"non-cooperative carerâ⬠she changed her mind and came to work with us. Analysis Key system policies for Scottish Social Care (Quality Compliance Systems, 2014) include amongst others ââ¬ËSafeguarding Arrangementsââ¬â¢ and their reports, for example State of care 2013/14 (Care Quality Commission, 2013/14), demonstrate that ââ¬Ëlack of staffââ¬â¢ is one of the most common reasons for safety issues. Reporting of Injuries Diseases and Dangerous Occurrences Regulations (RIDDOR) state what types of incidents/accidents have to be reported for further investigations (Health and Safety Executive, 2013). Although the described incident was classed as non RIDDOR reportable it had to be managed immediately in relation to Patient Safety and Quality Improvement Act of 2005 (The Agency for Healthcare Research and Quality, 2008) Cartey and Clark (2010) claim that bearing in mind the patientââ¬â¢s right to be cared appropriately in a safe environment by adequate number of qualified and or purposely trained staff is enshrined within the constitution needs to go along with an understanding that care workers face many challenging situations that can affect their performance and at the same time the patientââ¬â¢s safety. Care staff deliver the majority of hands-on nursing care but all too often they are perceived by superiors as â⬠numbersâ⬠and therefore it can be difficult for them to feel motivated, maintain high morale and values and play a good role in a team. It is expected that they are responsible (the service user needs to feel secure in the knowledge that they will be responsibly looked after), supportive, compassionate, respectful towards each other and the service users, sensitive, understanding and having good people- skills. However for this to be achieved they need to be led by good examples (Bertucci, 2006). The ideal example should according to Storey and Holti (2013) use a concept that is no exclusive to or within leadership. Therefore, mixing management styles e.g. autocratic command and control based to delegate duties effectively, organise and co-ordinate work with the ability to motivate and bring out the best in staff by communicating and sharing the mission and building partnerships within organisation ( democratic) is critical (Schein, 2010). Sims (2002) underlines the need for change in commitment to teams and teamwork where client centred and willing to focus on the customer needs attitude is seen as the key element. Teams are perceived as combined and unceasing efforts of everyone participating in care including not only healthcare givers and receivers but also planners (Walburg and Bevan, 2005). Alas, teams that are cohesive, productive do not happen by accident. The Care Quality Commission (2013/14) reports show that appropriate use of available human resources is a longstanding concern that affects the quality of care in nursing causing many issues. Therefore staff should be encouraged to work together even if they disagree or have different opinions in order to work out ways to resolve conflicts (Mickan, 2005). Explaining the idea of working in ââ¬Å"the unknownâ⬠unit changed the attitude of the ââ¬Å"uncooperative carerâ⬠. The mixed approach might have been more time consuming compared to a straight commanding but proved to work well. The approach used on that day helped to identify the cause of the problem, avoid risks related to it and motivate the team which had a positive effect on personal development. Should there be a just one style e.g. traditional management used, where the management is known to exercise power, fear and follow without question attitudes (Colins, 2001), the incident could have turned out from a near miss to a serious safety issue. Conclusion If the Manager would have paid more attention to developing and leading teams that work well together for the home as a whole prior to the incident, there would be no issue with working in other units and work could be co-ordinated and prioritised on the day of the incident in a different way. However, the incident made me realise that without my initiative to seek help from other units ââ¬Å"ourâ⬠clients would be put at risk and treated unfairly. This gave me the strength to use all my powers to mitigate the risks related to staffing challenges and manage the problem as effectively as possible. I knew I had to be strict but at the same time I wanted to act in a sensitive manner to avoid over emotional response that could have caused unwanted effects. What I have learned was to use mixed styles approach in practice. Action plan If a similar situation arose in the future I would start the day with a flash meeting; explaining the risks and consequences of leaving a unit short of staff to the whole team (all units). I would allow some extra time to make sure we all understand our role as caregivers to be flexible and accommodating that enables us to deal with different types of patients with greater ease. Then I would re-organise staff in units depending on the teams and needs of each unit; choose one inexperienced or new member of staff to work in the unit that would be short and explain that this is ââ¬Å"learning by doingâ⬠day and offer my personal support to that member of staff.
Saturday, January 18, 2020
Blue Nile Essay
The spreadsheet I did presents a summary of Blue Nile financial results from 2005 to 2009. From 2005 to 2007 revenues and net income both increased. The deep recession which began in late 2007 seriously affected the revenue in 2008. And then in 2009 the revenue recovered and increased slightly. I am going to analysis the financial performance in three parts. First, profitability ratios. Blue Nile had steady return on asset ratios around . 1. The company utilized its assets very efficiently and outperformed their competitors. By doing research on Yahoo Finance, we know the industry return on equity is 0. 18. Blue Nileââ¬â¢s return on equity ratio was much higher. It created better return to investors. Net profit margins were mostly lower than the industry average level. For example in 2009, Blue Nile only had net income of 4 cents for each dollar sale. Its low margins can be explained by its low pricing of products. As Rita said, Blue Nile had a much lower markup than Tiffany. Blue Nileââ¬â¢s number for liquidity ratios are impressive. Such high ratios from 2005 through 2009 show the companyââ¬â¢s great ability to pay short-term debt. One of the companyââ¬â¢s strategies is that suppliers finance Blue Nileââ¬â¢s sales growth. ( ) The business model contributed to higher sales volumes with minimal additional capital investment. With respect to leverage ratios, Blue Nile had really low long-term debt to equity ratios compared to the industry. Tiffanyââ¬â¢s long-term debt to equity was as high as . 39. Because Blue Nile offered a balance between the debt to equity range and firmââ¬â¢s cost of capital, its capital structure was optimal. The company had low capital investment financed by creditors and bondholders. Its debt to assets ratios are over . 5, which means it, had a lot of debt obligations. However, most of the companyââ¬â¢s debt was current and it was able to pay off creditors in a timely manner. Creditors did not need to worry about getting paid. Blue Nileââ¬â¢s strong financial performance intuitively indicated the companyââ¬â¢s strategies were pretty well-conceived and well-executed.
Subscribe to:
Posts (Atom)