... led me to suggest, as an alternative to assimilation, the value of being asimilao.
IV. Reminders to Help
Kim & Lyons (2003) report that games can be successfully used to instill and enhance individuals' abilities to succeed in a multicultural firm. Game playing possesses numerous characteristics which could enhance the learning of competencies areas of skills, attitudes and beliefs, and knowledge. Games which include low-risk potential can increase a sense of safety, reduce vulnerable feelings, while also, and enhancing multicultural awareness.
For example, the use of games can balance out the inherent hierarchy between the trainees and the instructor (i.e., it levels the playing field) and potentially lead to an increased sense of safety on the part of the trainees" (Kim & Lyons, 2003). Increasing an individual's sense of safety can work tom eliminate prejudices and allow students and trainees to more readily examine their personal norms; cultural values; attitudes and beliefs that influence them. During the process, as confrontation likely decreases, they may improve their multicultural understanding and decrease limitations that constrain them. In playing games, trainees may become more willing to try new actives, as their fear of making mistakes decreases. In addition, trainees' may begin to feel less vulnerable, and in behavioral encourage them to begin to more openly share their emotions, in turn, helping them to become more "real." Playing games can also strengthen a group of individuals' camaraderie.
For the knowledge dimension of multicultural counseling competencies, games can provide an interesting and perhaps enjoyable way to gain multicultural knowledge about various ethnic groups. Culture-specific information can be incorporated into games, and the trainee's accurate and inaccurate perceptions about the culture can be explored without fear of negative retribution " (Kim & Lyons, 2003). During the course of playing a game, discussing common stereotypes, along with their possible origins, can encourage participants to share personal experiences and perhaps talk about sensitive topics. Difficult concerns can be more easily be openly explored and discussed.
Employing activities that stimulate individuals, such as games, help develop competence. Many training programs are knowledge and skills-based but neglect to focus nurturing self-awareness' changes.
Personal awareness development deserves as much focus as skills and knowledge. Learning activities based on experience provide options for achieving this goal. Research showed that utilizing "The Empathy Game," to teach empathy to individuals resulted in participants increasing their empathy skills. (Kim & Lyons, 2003)
Games can be used to stimulate learning, utilized as a tool in training and also can be employed to motivate positive interactions between individuals from different cultures. "Research also supports the use of games as a useful training tool in education. In a review of research, Bredemeir and Greenblat (1981) noted that advocates of this use of games emphasized that participants typically experience motivation, interest, enjoyment, involvement, and satisfaction" (Kim & Lyons, 2003). Games are reported to be particularly helpful in promoting positive attitudes. As participants become involved in a game, they are more likely to retain information perhaps because games, compared to cognitive learning via spoken or written words allow instruction. Moreover, Varenhorst (1973) noted that games are useful because they permit experiential learning. Advocates using game to enhance learning emphasize "that participants typically experience motivation, interest, enjoyment, involvement, and satisfaction" Kim & Lyons, 2003). Games facilitate the participants' learning and help them retain information they learn. Numerous familiar games can be adapted to use in motivational exercises and activities. Leaders, as well as, trainees can also develop games to assess, instill, enhance and/or address knowledge, beliefs, attitudes and/or skills.
Games focusing on awareness have to be balanced with "safe" feelings, so that while participants confront their prejudices, biases and limitations, they also can focus on increasing the awareness of their own and other participants' cultures and privileges. In addition to initiating games to motivate trainees and others in a firm, leaders, supervisors and trainers may use the following common techniques (used to train trainers) to stimulate individuals to effectively work with others:
Role playing, with observer feedback.
Role playing, with video feedback and observer feedback.
Participating in organization development (OD) projects with goals related to the participant's specific skill needs.
Receiving coaching and counseling from an OD consultant.
A case analyses with other program participants.
Rotating jobs that entail managerial tasks, with frequent feedback.
Being mentored.
Receiving special assignments that require high levels of interpersonal interaction.
Shadowing executives.
Being evaluated...
Reaction to the source The authors presented a well developed and cohesive approach to analyzing the manner in which young people learn a foreign language. Kartal, G. (2006). Working with an imperfect medium: Speech recognition technology in reading practice. Journal of Educational Multimedia and Hypermedia, 15(3), 303-305. Description of the focus of the source The focus of this study was the read-aloud behaviors of learners who were assigned an experimental computer-based program that used
Extrinsic rewards should only be used when other efforts to actively engage students in learning has failed; (3) In the event extrinsic rewards must be utilized, they should be "just powerful enough to control behavior" and should be eliminated in phases before all intrinsic motivation is lost. Jones, Vermette, and Jones posit in their article, "An Integration of "Backwards Planning' Unit Design with the "Two Step" Lesson Planning Framework," planning and
The acculturation model developed by Schumann (1978) consists of a taxonomy of variables that were developed based on the concept that both social (group) and affective (individual) variables are the primary causative variables as shown in Table __ below. In this regard, the term "acculturation" is used to refer to the learner's positive identification with, and hence social and psychological integration with, the target language group. For instance, Schumann
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, 2003). Notwithstanding these similarities in the marketing function, there are some important differences that must also be considered. For example, even enormous countries in geographic and population terms that have relatively homogeneous populations may require more straightforward domestic marketing techniques and small city-states will require more elaborate international marketing techniques. For example, as Rao (2000) points out, "Given its strong tourism base and an open economy, Singapore has modern international
2). According to Kane and Houston-Vega, Alzheimer's disease is the most common form of dementia and manifests as "an insidious memory impairment, with other possible symptoms including aphasia, apraxia, agnosia, and disturbances in executive functioning" (p. 286). In a highly multicultural society such as characterizes the United Kingdom today, identifying any relevant cultural factors that must be taken into account when formulating walking regimens as proposed herein. For example, Kane and
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