Wednesday, November 27, 2019

Triad of the Greek Thinkers essays

Triad of the Greek Thinkers essays An unexpected cause happened after the Persian Wars: the Greek flood of new ideas. When the war ended, religious beliefs declined and caused more people to ignore the traditional explanations of the world of nature. The Greeks were dissatisfied with supernatural and mythical explanations of reality and began questioning their destiny. This is when philosophy arose. The Greek philosophy may not only of effected us directly, but the Greeks paved the way to modern development. They gave us knowledge from the field of math through Pythagoras and his theorem on the right triangle, and science through Aristotles study of biology, and Democritus study of atoms. However some philosophies may seem incapable, but Aristotle, Plato, and Socrates changed the way people think. These three Greek philosophers questioned the most basic and widely accepted ideas based on virtue and moral excellence. The first of the Hellenic philosophers was Socrates, the revolutionary thinker. Although Socrates opposed everything the Sophists stood for, he shared the rejection of philosophizing about nature, focus on human problems, and desire to empower individuals to make their own moral choices. As curious as he was, Socrates was always questioning what things are and searching for definitions. He would ask people such questions as what is friendship?, what is justice?. By asking these questions people became annoyed, but Socrates was not just looking for the definition but also the essence to understand the knowledge of the world (History P39). Socrates core of ethics was virtue. Its the deepest and most basic propensity of man. And virtue is knowledge (History P40). A famous statement of Socrates was a bad man is a bad man through ignorance (History P40). This means a person who knows the truth will not commit evil deeds and those who do wrong, do so out of ignorance. ...

Saturday, November 23, 2019

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 children’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 scientists’ 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 games’ 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 one’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 Koop’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 one’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-Hui’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 Anand’s study, there is a negative correlation between the time spent by student playing video games and the student’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 writer’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 being’s image, in a manner that is ‘patently offensive, lacks serious artistic, scientific, political or literary value’, 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.       Anand, Vivek. â€Å"A Study of Time Management: The Correlation between Video Game Usage and Academic Performance Markers†, CyberPsychology Behavior, 10.4(2007): 552-559. Anthes, Emily. â€Å"How video games are good for the brain.† The Boston Globe, NY Times Co., 12 Oct. 2009. Web. 18 Oct. 2010 Farrales, Bernard. â€Å"Violence in Video Games.† Violence in Video Games,   N.p., n.d. Web. 18 Oct. 2010 Fernandez, Alvaro. â€Å"Playing the Blame Game: Video Games Pros and Cons.† SharpBrains, SharpBrains, 26 Sept. 2008. Web. 18 Oct. 2010 Gallagher, Richard. â€Å"Video Games: Cons and Pros.† 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.

Thursday, November 21, 2019

Details are below Essay Example | Topics and Well Written Essays - 2000 words

Details are below - Essay Example The article begins by stating the essential skills that a nurse should possess to make the patients comfortable while answering the questions posed by the nurse. According to the article a nurse who possesses good communication skills can make the process of taking the patient history more constructive. The article guides a nurse through the entire of process of taking patient history, by providing details about the manner of approach that should be followed by the nurse. For taking an accurate history of the patient, it is vital that the nurse is proficient in communication skills. â€Å"The nurse should be able to gather information in a systematic, sensitive and professional manner. Good communication skills are essential.† (Lloyd, 2007). And it is the development of these communication skills that is discussed in the article. The article also aids a nurse to communicate efficiently with the patients, by providing the kind of approach that the nurse should adopt while deali ng with the patients. â€Å"Practitioners should avoid the use of technical terms or jargon and, whenever possible, use the patient’s own words†. (Lloyd, 2007). When the patient is comforted by the approach of the nurse, he/she will not be hesitant to disclose the information needed by the nurse. The article also presents the requirement of obtaining the consent of the patient and the necessity of this procedure. It also mentions the various methods through which the consent of the patient can be acquired. The process of taking the history of the patient is divided into various sections. And the course of action that should be followed in each part by the nurse is presented in the article. In the article, the author has suggested some questions that can help the nurse in starting the process of taking of patient history. It also provides the details of the

Tuesday, November 19, 2019

Performance Improvement Plan for San Francisco Medical Center Essay

Performance Improvement Plan for San Francisco Medical Center - Essay Example Values of the organisation include providing a teamwork atmosphere, education, caring care, excellence and quality, and compassionate. The other values include honesty, integrity, honesty, and ensuring that they work with the community. There are three main values that the medical centre focuses which are stewardship, excellence, and dignity(Lewis, Dirksen, Heitkemper, & Bucher, 2014). In stewardship, the medical centre aims at using the resources available to promote healing and wholeness. It also promotes dignity which is the inherent worth and value of a person. Additionally, it comes up with exceeding expectations through innovation and teamwork. Evidenced-based practice is very important in performance improvement. For an organization to ensure that all the requirements are fulfilled, they must come up with an evidenced based practice. The need for healthcare transformation underscores the need for having an effective, efficient and safe management plan. If a company will achieve its organizational goals, there must be a proper evidence-based practice. The evidence-based practice aims at hardwiring the current knowledge in the nursing sector to improve patient outcomes and care processes. Evidenced based practice promotes the quality of the healthcare services (Williams & Hopper, 2013). Additionally, the evidence-based practice is critical in creating an excellent culture among the staff. The organizational culture greatly determines the success of an organization. One of the objectives of the healthcare is to improve the patient’s functional abilities, thus improving the quality of life (Francis, 2000). Through performing the functional assessment, nurses determine the current level of the healthcare and improve it. The growing need for better health care services promotes the implementation of the evidence-based practice. In San Franco Medical Care, the societal demands involve the

Sunday, November 17, 2019

Shakespeare and His Tyrants Essay Example for Free

Shakespeare and His Tyrants Essay Do you know who any of these people are? Adolf Hitler, Saddam Hussein, Muammar al-Gaddafi or Osama Bin Laden? These men used their authority who exercised power oppressively or despotically. They are defined as tyrants. But even during William Shakespeare’s time there were similar men who terrorised countries. Shakespeare portrays tyrants so that they will always suffer the consequences for their terrible deeds. The most famous of his tyrants are Richard III and Macbeth. In his tragedy Macbeth the main character Macbeth was once a thane (a low-ranking nobleman) and a hero but a prophecy creates a powerful ambition within him for power which leads him to follow a dark path. He ascends the throne by murdering the king and also killed anyone who threatened to take him off the throne. His impending doom loomed over him when a man named Macduff fought Macbeth to avenge the death of his loved ones (who were killed under Macbeth’s order). Macbeth was beheaded in the fight. He was a doomed man at the start. He was prophesised to die at the hands of another man and this shows that tyrants will always suffer in the end. In popular culture tyrants similar to Macbeth are portrayed in remakes of plays, films and video games. A tyrant who was similar is Ulfric Stormcloak from Bethesda Game Studio’s game Skyrim. Ulfric Stormcloak was a Jarl (a chieftain) of the former capital of Skyrim. After learning ancient powers, he abused the knowledge by murdering the High King to take the throne. A war is waged to stop Ulfric. In the end Ulfric Stormcloak is beheaded in a siege on his fortress. This is very similar to Macbeth’s story because both of them are misled by their ambition for power which supports that Shakespeare has influenced the tyrants of popular culture. Richard III in the play of the same name is depicted as being deformed, self-absorbed and wanting nothing more than to gain power. His split personality developed his character. However his undoing and death occurred during a final duel with Richmond (later known as Henry VII of England) at the Battle of Bosworth Field. A tyrant comparable to Richard III is Queen Clementianna in the Snow White remake â€Å"Mirror Mirror†. The Queen is a very beautiful woman but she was narcissistic and cruel to her people. She believed that she was the rightful ruler of the land and orders the murder of Snow White (her step-daughter) which ultimately fails. The Queen talks in her spare time with her own mind (which is the mirror) except it is a much more wiser and younger version of herself. In the end she is foiled by Snow White and suffers her consequences for using dark powers against the King. She is transformed into a witch-like figure and Snow White rescues her long-lost father. Both of these tyrannical people are alike as they are both self-absorbed and deformed in many ways. They never have their happily ever after ending, lose their titles and are hushed away or killed (in Richard III’s case). This shows that tyrants always pay for their crimes. Unfortunately a small number of tyrants never suffer for the atrocious acts that they commit. This is outrageous as the wicked and selfish men and women of our society should suffer for their crimes. Shakespeare’s influence ranges from many popular topics such as love and violence but his portrayal of tyrants is cunningly similar to those of modern day culture. Would he have known that his view on tyrants was never going to change throughout the course of history? Who knows? But we will always know that tyrants were similar in both eras. Being a tyrant will lead to their own demise.

Thursday, November 14, 2019

The Conservative Party Essays -- Papers

The Conservative Party The Conservative Party stands for patriotism, having respect and pride for the country we live in, keeping the United Kingdom as a 'union', and putting Britain's interests first. Tories also have a respect for British traditions and values, such as a respect for the Monarchy and the Church of England. However they think pragmatically, they are willing to change but they are suspicious of change, especially dramatic change, thus they prefer evolution to revolution. Also, the Conservatives stand for having a strong but limited, Government, meaning they feel that the Government should be powerful, but they should also intervene with people's lives less. This is done by taxing people less, allowing them to have more of their own money to spend on what they want. The Tories prefer to tax people indirectly, by means of value added tax (VAT) for example. This ties in with another Conservative belief, that people should have freedom of choice so long as it is within reason of the law. Following on from this, the Conservative Party stands for strict law and order, by insisting that people should abide by the law, and that those who don't shall receive longer and tougher sentences/punishments. Furthermore, the Tories stand for meritocracy, a belief that those who work harder and are more able should be rewarded for doing so. This can be linked with their belief in a respect for authority, that people who work hard to get into places of authority deserve respect. Finally, the Conservatives stand for preserving traditional family values, believing that close family units are vital for stability, and ... ...arget of votes, therefore retaining the position of Prime Minister, it showed that many people in the Government opposed Major, damaging his reputation. The final factor that caused Conservatives devastating defeat in 1997 is that Tony Blair, the 'new' labour party leader Tony Blair appeared to be firm and strong, while and the same time the Conservatives were further dogged by sleaze stories. Also, after calling a general election, Major refused to show the 'Faust' video as part of the Conservative campaign, which showed Blair making false promises, and he opted to talk about his policies rather than making personal attacks on Blair as advised. Because of all these problems that Major faced, as well as a hugely successful 'new' labour campaigned led by Tony Blair, the Conservatives suffered a landslide defeat.

Tuesday, November 12, 2019

Ignou solved assignment 2014 Essay

Describe the evolutionary process of organization design and different perspectives of organization design and their relevance. Q. Explain the meaning and purpose of Job design and briefly discuss the impact technology has on Job design. Q. Discuss the purpose of organizational analysis and briefly describe the tools which could be used for organizational analysis and their effectiveness. Q. Identify different kinds of change which take place in organization and strategies which are used for change and their effectiveness. Discuss how resistance to change can be handled before implementing it. Give examples. Q. Discuss the process of institution building and the role of chief executive in institution building with an example. 1. Organization design-A process for improving the probability that an organization will be successful. More specifically, Organization Design is a formal, guided process for integrating the people, information and technology of an organization. It is used to match the form of the organization as closely as possible to the purpose(s) the organization seeks to achieve. Through the design process, organizations act to improve the probability that the collective efforts of members will be successful. Typically, design is approached as an internal change under the guidance of an external facilitator. Managers and members work together to define the needs of the organization then create systems to meet those needs most effectively. The facilitator assures that a systematic process is followed and encourages creative thinking. Hierarchical Systems Western organizations have been heavily influenced by the command and control structure of ancient military organizations, and by the turn of the century introduction of Scientific Management. Most organizations today are designed as a bureaucracy in which authority and responsibility are arranged in a hierarchy. Within the hierarchy rules, policies, and procedures are uniformly and impersonally applied to exert control over member behaviors. Activity is organized within sub-units (bureaus, or departments) in which people perform specialized functions such as manufacturing, sales, or accounting. People who perform similar tasks are clustered together. The same basic organizational form is assumed to be appropriate for any organization, be it a government, school, business, church, or fraternity. It is familiar, predictable, and rational. It is what comes immediately to mind when we discover that †¦ we really have to get organized! As familiar and rational as the functional hierarchy may be, there are distinct disadvantages to blindly applying the same form of organization to all purposeful groups. To understand the problem, begin by observing that different groups wish to achieve different outcomes. Second, observe that different groups have different members, and that each group possesses a different culture. These differences in desired outcomes, and in people, should alert us to the danger of assuming there is any single best way of organizing. To be complete, however, also observe that different groups will likely choose different methods through which they will achieve their purpose. Service groups will choose different methods than manufacturing groups, and both will choose different methods than groups whose purpose is primarily social. One structure cannot possibly fit all. , the form of organization must be matched to the purpose it seeks to achieve. The Design Process Organization design begins with the creation of a strategy — a set of decision guidelines by which members will choose appropriate actions. The strategy is derived from clear, concise statements of purpose, and vision, and from the organization’s basic philosophy. Strategy unifies the intent of the organization and focuses members toward actions designed to accomplish desired outcomes. The strategy encourages actions that support the purpose and discourages those that do not. Creating a strategy is planning, not organizing. To organize we must connect people with each other in meaningful and purposeful ways. Further, we must connect people with the information and technology necessary for them to be successful. Organization structure defines the formal relationships among people and specifies both their roles and their responsibilities. Administrative systems govern the organization through guidelines, procedures and policies. Information and technology define the process(es) through which members achieve outcomes. Each element must support each of the others and together they must support the organization’s purpose. Exercising Choice Organizations are an invention of man. They are contrived social systems through which groups seek to exert influence or achieve a stated purpose. People choose to organize when they recognize that by acting alone they are limited in their ability to achieve. We sense that by acting in concert we may overcome our individual limitations. When we organize we seek to direct, or pattern, the activities of a group of people toward a common outcome. How this pattern is designed and implemented greatly influences effectiveness. Patterns of activity that are complementary and interdependent are more likely to result in the achievement of intended outcomes. In contrast, activity patterns that are unrelated and independent are more likely to produce unpredictable, and often unintended results. The process of organization design matches people, information, and technology to the purpose, vision, and strategy of the organization. Structure is designed to enhance communication and information flow among people. Systems are designed to encourage individual responsibility and decision making. Technology is used to enhance human capabilities to accomplish meaningful work. The end product is an integrated system of people and resources, tailored to the specific direction of the organization. 2. Job design refers to the way that a set of tasks, or an entire job, is organized. Job design helps to determine: †¢ What tasks are done? †¢ How the tasks are done, †¢ how many tasks are done, and †¢ in what order the tasks are done. It takes into account all factors which affect the work, and organizes the content and tasks so that the whole job is less likely to be a risk to the employee. Job design involves administrative areas such as: †¢ job rotation, †¢ job enlargement, †¢ task/machine pacing, †¢ work breaks, and †¢ Working hours. A well designed job will encourage a variety of ‘good’ body positions, have reasonable strength requirements, require a reasonable amount of mental activity, and help foster feelings of achievement and self-esteem. 3. Organizational analysis may be done for different purposes. These include: 1) Enhancing the general understanding of the functioning of Organizations (i. e. educational or research purposes. ) (The direct beneficiary is the researcher or the analyst rather than the Organization). Such a study may aim at enhancing the understanding of human behaviour through a study of it in organisation, or to enhance the understanding of the society as reflected in organisational life. 2) Planning for growth and diversification An analysis or a diagostic study may be necessary for planning growth, diversification, expansion etc. Organisational analysis may reveal the strengths that could be used for growth and diversification, weak spots that need to be removed in the new plans, the precautions to be taken, structural dimensions to be kept in mind etc. Several insights may be provided on structure, people, systems, styles, technology etc. that have implications for growth. 3) Improving Organisational Effectiveness or Planning General Improvements Organisational Analysis may be used also for improving the general efficiency of an organisation. On the basis of a diagnosis made out of the analysis action steps could be initiated in terms of toning up administration, introducing new management systems and processes, reduction of wasteful expenditure, introduction of time savers, change of personnel policies to enhance employee motivation, restructuring of some parts, training, elimination of unwanted structures and teasers, improvements in general health of the organisation etc. 4) Organisational Problem Solving Whenever some subsystems departments, units etc.fall sick or start creating problems a diagnosis may be undertaken with a view to identify the source of the problem and take corrective action. A sick unit, a bottleneck, a communication block, a poor performing department, frequently occurring conflict between two departments, repeated failures of a management system or an organisational process, a frequent violation of an organisational norm, fall in discipline, reduction in output absenteeism, increase in conflicts e tc. can all lead to the need for an organisational diagnosis of a part of the organisatioin or the entire organisation. tools of organisational analysis Observation represents the careful and planned method of recording certain phenomena, objects, events in conjunction with a given situation. Constantinescu, etc. (2008) considers it necessary, within the organisation, to focus on observing the interaction between employees, in order to find answers to questions such as: What is the working pace of the employees – slow, methodical, alert, spontaneous? What rituals do you notice in the enterprise? What are the values disseminated? Do the meetings generally provide revealing information? Who participates in these meetings? Who speaks? Whom do these people speak to? To what extent is sincerity situated in these meetings? How much time is devoted to different topics? The topics which often recur and which are discussed in depth frequently represent indications of the organisational culture values. Observations are used for gathering data on the symbols which are analyzed by the qualitative analysis methods. Observations include mostly behavioural material, but also semantic symbols. Observations of behavioural symbols include monitoring and recording the organizational rituals, such as, for example, the celebration of company day as a ritual of integration. There will also be careful attention focused on the state and architecture of the buildings, decor, billboards, staff dress code, behaviour and habits, working environment, the way in which everyone fulfils their role, employee behaviour in conflict situations. The analysis of these aspects allows knowing the reality, the working environment, both the organisation’s physical components and the emotional, psychological elements, harder to decipher at first glance. The opinion interview technique always involves oral information, having the advantage of flexibility, of the ability to get specific answers to each question. Along with the use of the questionnaire, it is one of the techniques most often used in qualitative research. The interview is, however, a complex technique that requires certain abilities and skills from the researcher, especially social, communication and self-reflection skills. The interview is used in the study of organisational culture to collect qualitative data about the cognitive elements of the culture, such as assumptions, values, norms and attitudes. Interviews may also serve to identify symbols, certain expressions, stories, anecdotes specific to the organisation. â€Å"To successfully use the interview in organisational culture research, it is important to determine the persons that will be interviewed, when, where and how the interview will be conducted, the set of questions that will be used and the method of recording it† (Janicijevic, 2011 , p 85). Interviews help us perceive the consistency between what the interviewees say and the facts recorded from other sources. † These perceptions are generally useful for:  · defining an updated vision of the history, the important events and its impact on the functioning of the organisation;