Recent orders
Experiences and learning from the group interview
Experiences and learning from the group interview
Name
Institution
Course
Date
The interview process is important as it demonstrates the interviewee’s ability to tackle a given task, fit into a given atmosphere and deal with various conditions as they emerge. Though the interview is designed to measure these qualities, it is through the interview that the right candidate is determined. This paper illustrates lessons learnt during the group interview process. This is done with reference to good interview tips and skills and interviewee’s preparations prior to interview.
Through the interview, I have learnt that it is important to carefully do research on an organization. The analysis of the position starts with thorough job analysis. This entails the review of the position being interviewed for, responsibilities and requirements among other factors. According to Groat and Wang (2002), the interviewee should be aware of the qualities being looked for in an interview. Though the interviewee had a clue about Primark, but the information was not sufficient considering the position being interviewed for (Hollowitz and Wilson, 2003). The interviewee was therefore able to convince us that he has an outgoing personality.
Knowing oneself before the interview is also of great importance for the interviewer. The interviewee carefully and successfully indicated his last position and role prior to the interview (Trochim, 2002). The roles were in line with the job being interviewed for and so the relevance of the information provided. The reason for job application was provided as well. According to Hollowitz and Wilson (2003), the interviewee needs to identify appropriate educational and prior experience, this was done successfully. The interviewee could identify the skills and knowledge needed to successfully perform the primary duties and responsibilities of the job.
In reviewing the duties and responsibilities of an opening, interviewer should determine if the interviewee is realistic in relation to other factors for instance previous experience and education. The interviewee could condense his experience and life (Pantakhy, 2012). Equally important is determining the interviewee is relevant to the overall job function, and if they overlap with the responsibilities of other jobs. The interviewee should have in-depth knowledge of the job requirements and extensive experience. In conducting an interview it is important also for the interviewer to determine the interviewee’s proven ability, familiarity, and degree relevance (Kvale, 2007). The interviewee in this case had a relevant degree and extensive past experience making him the right candidate for the human resource position.
The interviewee apart from educational experience and degree held should have the ability to get along with other co-workers, management, employees and customers. In cases where two job seekers have similar degrees, intangible job-related criteria are important in making the final decision (Trochim, 2002). The interviewee though answered the question of how to deal when conflicts results, the result was unsatisfactory. This showed the interviewee’s inability to fully tackle a conflict.
In conclusion, the interviewee demonstrated an understanding of the job requirements and skills needed to tackle the task. Furthermore, the experience shown to the interviewer was relevant and sufficient. The interviewee based on my judgment and understanding had an outstanding quality for the job being interviewed for and so deserved the position (Kvale, 2007). However, based on the interviewee’s response, there is an urgent need for him to improve his conflict resolution techniques.
References
Foddy, W.(1993). Constructing Questions for Interviews. Cambridge University Press.
Groat, L & Wang, D. (2002). Architectural Research Methods, John Wiley & Sons, Inc.
Hollowitz, J. & Wilson, C. (2003). Structured Interviewing in Volunteer Selection. Journal of Applied Communication Research, 21, 41-52,
Kvale, S. (2007). Interviews: An Introduction to Qualitative Research Interviewing, Sage Publications.
Trochim, K. (2002). Types of Surveys. Research Methods Knowledge Base.
HSEM 3260 Final PaperPresentation
HSEM 3260: Final Paper/Presentation
4-6 Pages
Avoid generalities; use course vocabulary
Remember audience has general knowledge of terrorism, but not the specific event
Minimum of 3 academic sources (Use your textbook, notes, and google scholar)
Papers must have less than 20% in the similarity report on D2L.
This paper is worth 100 points.
Title Page
Background of event/Type of Terrorism
Symbolism of the Act
Participants in the attack
Description of group responsible for attack
Factors conducive to terrorism before attack
Could attack have been prevented-holes in security
How have security forces changed since attack?
What has been done to prevent similar attack?
How has region/world changed since attack?
Reference Page
Experience of Playing of Video Games
Name
Professor
Course
Date
Experience of Playing of Video Games
Video games are a vital leisure activity mainly for boys. The current rate of technology growth and the interface built around software and computer programs have initiated s new dimensions to entertainment though video games. Today, there are more than a million video games that are integrated through computer-based programs and even on smart phones. I have been a huge fan of video games where I started playing at the age of 8 years. Over the years, video games have played a key role in entertainment where I have been able to navigate through different levels. One of the most entertaining video games that I enjoyed at the age of ten was “Temple Run” that I used to play using my mother’s phone. Through the years, I have watched technology and the interface of video games grow as they become more complex, demanding as well as entertaining. To better understand the value of video games, it is good to look at how the industry has changed over time.
As a beginner in video games at the age of eight, I only interacted on the phone interface where it was still entertaining. Towards the age of ten I was able to use my father’s computer where I started learning the core basics in a computer-integrated online games. One of the limitations I had is that I did not have a strong internet connection at home and this means I had to download video games at night when it was more convenient and faster. I also had colleagues and neighbours where we would compete in various games like virtual football and soccer with the winner earning gifts and even money. The computer games began with a 2D interface that was not so much interesting to use mainly on the computer. One of the key aspects of the 2D and 3D interfaces is they allow the player to navigate with ease and this makes the computer games more interesting (Adachi et al., 205). The shift from computer to personalized interfaces like in mobile phones was one of the key aspects of video gaming that gained speed from 2011. One of the most fascinating things about video games is that one can’t separate emotion from action; they are part of the same flow of events, one leading into the other.
Through my years of interacting with computer video games I have learn a lot and also enjoyed the speed through which technology is revolutionizing the industry. The experience has not only been rooted to the interaction and online competetions but the personal navigation through different interfaces. The mobile video games have become a dominant interface where players can compete online from remote locations (Lynch et al., 301). For example, the virtual sports games on the virtual generated interfaces provide a multiplayer interface where a dozen players can play virtually and compete from different locations. I am personally a fan of war games with a wide range of games that have engineered war-like interfaces where I able to compete a take missions with different players. These computer and phone supported video games are some of the most interesting because they have adopted a virtual reality environment that makes most plyers take control of the game flow (Oliver et al., 7). These are just soe of the advancements that are in the changes that I have experienced in the growing industry of video games that is steadily advancing with the upcoming technology.
The other dimension is the mobile multiplayer game where players play together or against each other using their mobile phones on a public display (Oliver et al., 12). I have interacted at this level where I found it entertaining and more advanced than the 2D interfaces. Over the years, the video games have evolved as the technology takes shape and this has eve ushered in virtual games that players can participate in online competition. Some of the pro-players have even mastered the various tricks that they capitalize on when navigating the whole field of online video games (Adachi et al., 202). My personal experience has grown with time and this gives me more exposure in the whole arena of personalized virtual video games. I have come to appreciate the fact that video games have not only changed my perception about the world of entertainment but improved my computer interaction and learning.
Today, the various virtual games and online interfaces have given me a new outlook into where the world is headed in terms of video games thus creating a new dimension into what and how the video games can improve my life. The shift from personal to multilevel competition has given the field of vide games a new shift that is adding taste and new dimension to gaming. For example, the players may not know each other and may not even know who of the people sharing the room with them are currently participating. In such a game, players can enter and leave at any time. These changes and increased technological inputs have allowed me to take a new look into the video gaming and also increased my appetite towards video games.
Works Cited
Adachi, Paul JC, and Teena Willoughby. “The link between playing video games and positive youth outcomes.” Child Development Perspectives 11.3 (2017): 202-206.
Lynch, Teresa, and Nicole Martins. “Nothing to fear? An analysis of college students’ fear experiences with video games.” Journal of Broadcasting & Electronic Media 59.2 (2015): 298-317.
Oliver, Mary Beth, et al. “Video games as meaningful entertainment experiences.” Psychology of Popular Media Culture 5.4 (2016): 390.
.
