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1 – 10 of over 1000Andrew Martin, Geoff Watson, Jan Neuman, Ivana Turčová and Lucie Kalkusová
The purpose of this paper is to examine Czech traditions of outdoor games and sports, turistika activities and education in nature programmes, which have continued to develop…
Abstract
Purpose
The purpose of this paper is to examine Czech traditions of outdoor games and sports, turistika activities and education in nature programmes, which have continued to develop during periods of oppression and provided opportunities to preserve the Czech culture.
Design/methodology/approach
A review of the historical, cultural and political context of education in nature traditions in Czech was proposed.
Findings
Late 19th century organisations such as the Turistický klub and Sokol were instrumental in developing a range of indigenous turistika activities involving active movement. The early 20th century influences were the Czech scouting movement, summer camps and Woodcraft. Charles University provided the first tertiary outdoor educational programmes in Prague in the 1950s. Their foundation course “Turistika and Outdoor Sports” is still compulsory for all students studying physical education and sport. Turistika activities and outdoor sports and games continued to be developed throughout the liberalization of the socialist regime in the 1960s.
Practical implications
Following the Prague Spring in 1968, and under the guise of the Socialist Youth Union organization, new experimental forms of outdoor education emerged.
Social implications
Since the Velvet Revolution in 1989 organisations have reconnected with Czech outdoor traditions that flourished before 1948 and other organisations have developed education in nature programs. The commercial sphere, which did not exist before 1989, has now been established in the outdoor area. However, traditional participation in turistika activities has been impacted by other external motivations as a broader range of opportunities have become available and accepted, and tourism outside of Czech and Europe has become increasingly popular and accessible.
Originality/value
The originality of this paper is to provide an overview of Czech political and cultural history and how it has shaped people's relationship, particularly children and youth, with the outdoors.
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Brad J. Prothe and Brian H. Kleiner
Interest in the field of leisure and recreation has grown steadily over the past few decades. Each year, millions of people engage in sports and fitness programmes, cultural…
Abstract
Interest in the field of leisure and recreation has grown steadily over the past few decades. Each year, millions of people engage in sports and fitness programmes, cultural activities, outdoor recreation, the arts and numerous other forms of leisure activities. One possible reason for this increased participation is that Americans today are finding themselves with more free time than their ancestors had. A 1984 study conducted by the Outdoor Recreation Policy Review group found that American adults had 10% more free time in 1975 than a decade earlier. Some of this new found free time resulted in an increase in recreational activities from an average of .9 hours per person weekly to 1.3 hours per person weekly.
Thanika Devi Juwaheer, Sharmila Pudaruth and Priyasha Ramdin
The paper aims to explore the contributing factors impacting on shopping experiences of customers in Mauritius. It also seeks to investigate the relative significance of these…
Abstract
Purpose
The paper aims to explore the contributing factors impacting on shopping experiences of customers in Mauritius. It also seeks to investigate the relative significance of these factors in predicting the willingness of customers to visit shopping malls of Mauritius.
Design/methodology/approach
The paper applies the data reduction technique using exploratory factor analysis on a sample of 600 respondents drawn from 23 shopping malls and shopping centres across Mauritius and condenses a set of 33 mall attributes into a list of six comprehensible dimensions about shopping experience. The multiple regression analysis was also conducted to investigate the importance of the six shopping experience dimensions in influencing the behavioural intentions of customers to visit shopping malls of Mauritius in future.
Findings
The factor analysis identified that customers visualise shopping experience as a combination of six factors: “provision of childcare facilities”, “health and wellness events”, “entertaining events”, “sports and games facilities”, “value‐added restaurant facilities” and “shopping events”. The results of the regression analysis have also suggested that the willingness of customers to visit the shopping malls is primarily derived from one significant factor related to “entertainment facilities and events”.
Practical implications
Shopping mall managers should cater for more entertainment facilities and events. Mall developers should also focus on improving restaurant facilities by maximizing regular renovation of food courts, integrating international coffee shops and fast food outlets in various shopping malls of Mauritius.
Originality/value
The study is still a pioneer work on the factors impacting on shopping experiences in the context of Mauritius which is still a developing nation. Yet, it would serve as a roadmap for mall managers and designers to enhance shopping experience in similar contexts.
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Nahed Salem and Ahmed Maher Khafaga Shehata
The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.
Abstract
Purpose
The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.
Design/methodology/approach
The study adopted a comparative analytical method to explore the topic in both the DDC and the LCC schemes by comparing its processing method in both schemes. The study measures the extent to which both schemes succeed in allocating notations covering the topic’s literature.
Findings
The study reached several results, the most important of which are: the difference between the two main cognitive sections, to which they belong to the topic, namely, arts and recreation (700) in the DDC scheme and the geography section (G) in the LCC scheme, while they were found to share the same sub-section scheme. The two schemes do not allocate notations to address the subject of electronic games as literature and other notations that have not been embodied for electronic games themselves or in the form of a compact disc or other media.
Originality/value
As far as we know, this is the first paper that compares the treatment of video games in DDC and Library of Congress classification schemes. The study allows for understanding the difference in the treatment of topics in both schemes, which would help in the decision of the adoption of a particular classification scheme.
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Paramjeet Kaur Walia and Nitu Sinha
The purpose of this study was to attempt to answer some plausible questions like what do teenagers prefer to read at leisure, how do they read and why do they read? With the rapid…
Abstract
Purpose
The purpose of this study was to attempt to answer some plausible questions like what do teenagers prefer to read at leisure, how do they read and why do they read? With the rapid changes in information technology, there is tremendous change in means of communication. Today, much more information is available from electronic and digital media as compared to traditional books. A paradigm shift in information delivery from just information to infotainment has also affected the preferences of the information seekers. Teenagers are a demographic group under transition and they are not untouched by these rapid changes in technology and their impact on their reading preferences.
Design/methodology/approach
For this purpose, a survey among 223 school-going (public/convent and government-/aided) teenagers aged between 12 and 18 years was done using a semi-structured questionnaire.
Findings
The findings revealed a decline in sports and outdoor recreational activities during leisure, and only 20.6 per cent teenagers preferred reading during leisure. However, self-perception as an avid reader was expressed by majority (53.8 per cent). Fictions were liked by > 75 per cent teenagers; however, non-fictions were also liked by majority (61.8 per cent). The reading preferences of the children were found to be affected by their age, their gender and the type of schools they attended. A significant inverse relationship of television watching and movie-going was observed with reading time.
Research limitations/implications
The biggest limitation was inability to directly interact with the students and inability to gather data from more schools.
Practical implications
By knowing the current reading trends, leisure time habits and exposure to different means of information technology, the choice of medium for knowledge dispersal could be done. The study would help in providing a basis for a strategic change in the ratio of conventional books and other information media in the library.
Social implications
By identifying the media exposure time and popularity, proper steps may be taken in order to enrich the particular media and to ensure that quality of information available on the media can be directed for social benefit in large.
Originality/value
The impact of demographic and environmental variables on reading habits of teenagers has not been evaluated in this part of the world, especially in view of the paradigm shift in information technology and the growing influence of electronic media and social networking. An understanding of this mutual relationship would help in modifying the reading behaviour of the teenagers.
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Bernd Frick, Joachim Prinz and Karina Winkelmann
Wage disparities and their consequences have long been a topic of economic research. While most papers focus on describing the development of wage differentials over time and seek…
Abstract
Wage disparities and their consequences have long been a topic of economic research. While most papers focus on describing the development of wage differentials over time and seek to identify the reasons for the observed patterns, few attempts have been made to analyze the influence of pay inequality on economic outcomes. A unique and rather large data set from the North American team sports industry is used to address the question how wage disparities affect the performance of professional teams. First, changes in intra‐ and inter‐team wage inequality are documented. Second, the impact of wage inequality on team performance is directly analyzed. Overall, the results differ to a considerable degree between the four major leagues, suggesting that the relative importance of high‐powered incentives and cooperation is different in football and hockey from basketball and baseball.
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Communicating effectively with youth is tantamount to walking the plank on a snakeboard — even if you can manoeuvre the snakeboard down the plank, you are bound to fall off the…
Abstract
Communicating effectively with youth is tantamount to walking the plank on a snakeboard — even if you can manoeuvre the snakeboard down the plank, you are bound to fall off the end before you can ride it back to the mother ship. Weaving in and out of the increasing advertising and promotional regulations and restrictions, not to mention winning over the cynical mindset of the average teen, can puzzle even the most seasoned communicator, and perhaps therein lies that age‐old problem, the generation gap. A combination of the old adage ‘know your target audience’, an understanding of the public relations opportunities that new and sub‐cultural media provide, and a pinch of ‘street cred’ can help. These days, PR is one of the most effective ways of communicating with young people — by going in through the back door.
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This paper aims to understand what it takes for an organization to transform itself into a great and healthy place to work. A comprehensive fivefold framework has been used to…
Abstract
Purpose
This paper aims to understand what it takes for an organization to transform itself into a great and healthy place to work. A comprehensive fivefold framework has been used to assess employees’ practices in the organization under study. This framework focuses on five aspects of a human being where he/she may like to satisfy his needs, i.e. physical, intellectual, social, emotional and spiritual. Organizations need to design various programs to address employees’ needs at these five dimensions to get their best and for making an organization a healthy and desired place to work at.
Design/methodology/approach
For collecting data for this study, a triangular approach peculiar to a survey research was adopted, i.e. the use of questionnaires, interviews and documented evidence. SPSS was used to analyze the data. Results from survey were supplemented with gaps identified through desk study. Confirmatory factor analysis was carried out to check the validity of the instrument.
Findings
A wider role of the human resources department is being envisaged by proposing to set up a separate “people management office”, which will be responsible for project people management and developing a “CONDUCIVE” culture. Further, innovative recommendations are proposed for making an organization a great place to work in.
Practical implications
This study has several important implications for the practitioners. First, this study developed a comprehensive five-fold framework, which focuses on five aspects or levels or dimensions of a human being, i.e. physical, intellectual, emotional, social and spiritual. A person would have needs corresponding to each of these levels. This framework can be used to study employees’ practices in the organizations on these five crucial dimensions. Organizations can design various programs to address employee needs around these five dimensions to get their best and for making an organization a healthy and desired place to work. Second, the “CONDUCIVE” model proposed in this study for developing conducive culture adds a novel insight to the growing body of literature in this area. This model can be used by human resources managers to have better employee engagement, which in turn will make their organization a healthy workplace.
Originality/value
This paper makes use of a comprehensive five-fold framework developed by the author to study employees’ practices in the organizations on five dimensions. It is proposed to develop a “CONDUCIVE” culture, a model developed by the author with a number of activities. This model will enhance the employee engagement in an organization, which eventually will make the organization a healthy place to work in. As suggested, organizations can set up a people management office as well to harness people power.
Objetivo
El presente artículo aspira a entender como una empresa puede convertirse en un gran lugar de trabajo. Se emplea un modelo de cinco factores para valorar las prácticas de gestión de personas en la empresa estudiada. El modelo considera cinco factores que los individuos pueden considerar a la hora de satisfacer sus necesidades: físicos, intelectuales, emocionales, sociales y espirituales. Las empresas necesitan diseñar diferentes programas para evaluar las necesidades de los empleados en estas cinco dimensiones para extraer lo mejor de ellos y desarrollar una organización saludable y en la que deseen trabajar.
Metodología
Combina información de cuestionarios, entrevistas orales y evidencia documental. Los datos se analizan mediante SPSS. Los resultados del análisis de encuestas se complementaron con información proveniente del análisis de la empresa. Se utilizó el análisis factorial confirmatorio para contrastar la validez de los instrumentos.
Resultados
Se plantea un papel más amplio de los departamentos de RRHH proponiendo la creación de una oficina de gestión de personas (PMO) que sería responsable de la gestión de proyectos de personas (PPM) y de desarrollar una cultura “conducente”. Además se realizan recomendaciones innovadoras para hacer de la empresa un gran lugar de trabajo.
Implicaciones prácticas
El estudio tiene importantes implicaciones prácticas. Primero, desarrolla un nuevo modelo de cinco factores que los individuos pueden considerar a la hora de satisfacer sus necesidades: físicos, intelectuales, emocionales, sociales y espirituales. Una persona puede tener necesidades en cada uno de estos niveles. Este modelo se puede emplear para estudiar las prácticas organizativas para con los empleados en estas cinco dimensiones clave. Las organizaciones pueden diseñar varios programas para analizar las necesidades en estas cinco dimensiones y generar un mejor lugar de trabajo. Segundo, el modelo “conducente” propuesto añade nuevas pistas a la creciente investigación en esta área. El modelo puede emplearse por parte de los gerentes de RRHH para conseguir un mayor compromiso por parte de los empleados y hacer de la empresa un gran lugar de trabajo.
Originalidad
El artículo presenta un modelo de cinco factores desarrollado por el autor para estudiar las prácticas de gestión de personas. Se propone desarrollar una cultura “conducente” que generaría un mayor compromiso de los empleados que a su vez haría a la empresa un mejor lugar de trabajo. Las empresas pueden crear oficinas de gestión de personas para aprovechar el poder de las personas.
Palabras clave Lugar de trabajo, Gestión de personas, Cultura organizativa
Tipo de artículo
Artículo de investigación
Objetivo
Este artigo é um esforço para entender o que é necessário para uma empresa se transformar em um lugar saudável e ótimo para trabalhar. Um marco de referência de cinco fatores foi usado para avaliar as práticas dos funcionários na empresa estudada. Este marco de referência centra-se em cinco aspectos do ser humano, onde ele/ela pode satisfazer suas necessidades; física, intelectual, emocional, social e espiritual. As empresas precisam projetar vários programas para atender às necessidades dos funcionários nessas cinco dimensões, a fim de obter o melhor deles e tornar a empresa um local saudável e desejado para trabalhar.
Metodologia
Para a coleta de dados, se adotou uma abordagem triangular, ou seja, questionários, entrevistas e evidências documentadas. Os dados foram analisados com SPSS. Os resultados da pesquisa foram complementados com lacunas identificadas através da análise da empresa. A análise fatorial confirmatória foi utilizada para verificar a validade do instrumento.
Resultados
Um papel mais amplo do departamento de RH está sendo planejado, propondo a criação de um “Escritório de Gestão de Pessoas” (PMO) separado, que será responsável pelo Gerenciamento de Pessoas do Projeto (PPM) e pelo desenvolvimento de uma cultura “CONDUTIVA”. Além disso, recomendações inovadoras são propostas para tornar a empresa um ótimo lugar para se trabalhar.
Implicações práticas
Este estudo tem várias implicações práticas importantes. Em primeiro lugar, este estudo desenvolveu um amplo marco de referência com cinco fatores que se centra em cinco aspectos ou níveis ou dimensões do ser humano, ou seja, físico, intelectual, emocional, social e espiritual. Uma pessoa teria necessidades correspondentes a cada um desses níveis. Essa estrutura pode ser usada para estudar as práticas dos funcionários nas empresas nessas cinco dimensões cruciais. As empresas podem projetar vários programas para atender às necessidades dos funcionários nessas cinco dimensões, a fim de obter o melhor desempenho e tornar a empresa um local saudável e desejado para trabalhar. Em segundo lugar, o modelo “CONDUCENTE” proposto neste estudo para o desenvolvimento da cultura condutiva, acrescenta uma visão inovadora a crescente literatura nessa área. Esse modelo pode ser usado pelos gerentes de RH para obter um melhor engajamento dos funcionários, o que, por sua vez, tornará sua empresa um local de trabalho saudável.
Originalidade
Este artigo usa de um amplo marco de referência de cinco fatores desenvolvido pelo autor para estudar as práticas dos funcionários nas empresas em cinco dimensões. Propõe-se desenvolver uma cultura “CONDUTIVA”, um modelo desenvolvido pelo autor com uma série de atividades. Este modelo de desenvolvimento da cultura condutiva levará ao engajamento dos funcionários, o que tornará a empresa um ótimo lugar para se trabalhar. Como sugerido, as empresas podem configurar o Escritório de Gestão de Pessoas (PMO) para aproveitar o poder das pessoas.
Palavras-chave Local de Trabalho, Gestão de Pessoas, Cultura Organizacional
Tipo de artigo
Artigo de pesquisa
Details
Keywords
PROBABLY the outstanding matter of current interest to library workers is that the Departmental Committee on Libraries and Education is now taking evidence, and librarians are…
Abstract
PROBABLY the outstanding matter of current interest to library workers is that the Departmental Committee on Libraries and Education is now taking evidence, and librarians are being invited to appear before the Committee at the Board of Education for that purpose. Already several librarians have given evidence, and many others will, no doubt, be invited.
WELL stands for Well‐being, Education, Lifestyle and Living. Nancy Graham describes how the WELL Project in Northern Ireland provides social, educational and activity groups for…
Abstract
WELL stands for Well‐being, Education, Lifestyle and Living. Nancy Graham describes how the WELL Project in Northern Ireland provides social, educational and activity groups for people with long‐term mental illness living in rural communities, using local venues, with the aim to support them into using mainstream leisure and education services, and into employment.