Monday, July 19, 2010

Recruitment as the most important aspect of Human Resource Management

Recruitment as the most important aspect of Human Resource Management

Monday, March 15, 2010

Leader Leanings



By Margery Weinstein

One leader may wait until 4:45 p.m. to spring an assignment on her workers that's due by noon the next day; another is happy to give employees the benefit of time, so long as he can micromanage it. Whatever the predilection, leaders have personal do's and don'ts their subordinates would be hard-pressed to argue with, even when they defy logic.
Penny pinching is a common one. A former co-worker of mine was fond of saying of our old boss, "Penny wise, pound foolish." As a specialized trade industry publication, she refused to spend the few hundred dollars necessary to purchase the major directory particular to our area of coverage. Employee morale meant nothing in the quest for economic travel. Why leave the night before for a mid-morning meeting that's just a two-hour plane ride away? Silly, imprudent worker, don't you know you can catch a 6 a.m. flight? The airport an hour and a half from your home? No problem!
Like the short-sighted perspective that makes saving $300 appear more important than having a needed reference guide on hand, the crack-of-dawn shuffle seems only sensible--until the worker leaves six months later from exhaustion.
Production schedules are similar. The gains to be won from the boss getting her boss the new marketing plan a week ahead of time are significant, but the toll it takes on her aggravated workforce, and the potential work quality lost in the rush, render the effort counterproductive.
How about the manager who likes setting painful deadlines unnecessarily? He knows he doesn't need the research for a month, but asks for it in a week and a half. He feels savvy planning ahead for his employees' "lackadaisical" tendencies, but doesn't consider they consistently turn assignments in late because the deadlines are so unrealistic it's hard to take them seriously.
Cheap, over-zealous, insensitive, and incapable of thoughts that extend past the tips of their nose. Those are a few I've noticed. How about you? What are some leader leanings liable to leave an organization losing?

Digital Divide in Web Use and Learning.......

By Karl Kapp

There was an interesting posting by Business Week called What are People Doing? that clearly shows a difference between what baby boomers are doing on the web and what younger "gamers" are doing on the web.
For example: only 12% of young boomers (41 to 50) and only 7% of older boomers (51 to 61) and only 5% of 62+ people are creating content on the web. Meanwhile, 34% of young teens (12 to 17) and 37% of youth (18 to 21) and 30% of Gen Y (22 to 26) are creating content (check out the chart). There is a trend showing a difference in how the web is used among different ages.
So while everyone dislikes a boring lecture no matter what their age, not everyone creates dynamic, original content on the web...the trend is toward younger people (digital natives) creating web-based content for their use and others.
It would seem natural that they would also be more comfortable learning via technology than Generation X or Boomers and that they would want the design of learning to be more closely associated with the type of technologies they have grown up with (yes this includes video games).
It is not that they can't learn from books (in fact the thickest books of all time aimed at kids are selling like crazy...Harry Potter)...it is that they also see VALUE in learning through games and video game-like interfaces...this is where some boomers do not see any value...why not learn something from a lecture instead of a video game? What is the difference they ask...its the same and...at least in a lecture their is no goofing off, its all serious because learning is serious.
The difference is that boomers tend to see games as Non-Learning...just fun...not serious...where the gamer generation seems to be more comfortable with games as a form of learning. In fact, children have always learned through games...playing "school" teaches proper behavior, playing certain card games teach about numbers. As Tom Crawford quoted Thiagi
Q: Have you encountered any companies or cultures that do not accept game playing?

A: While there are cultural differences, here is an interesting fact: All human beings play games. There is no culture in the world that doesn't play games, other than some middle managers in Chicago who think it's beneath their dignity
But the truth is that kids google information as much as they look it up in a book, the truth is they are creators of content as much as they are consumers, the truth is they network via technology as much as they do face-to-face, the truth is valuable lessons can be learned in a video-game format.
To ignore those tendencies or differences does a serious disservice to those we Generation Xers and Boomers are trying to train (so they can fit into the boomer dominated hierarchal structure...which, by the way, is crumbling under an information dominated world, that is non-hierarchal.)
As the world changes from when we have grown up...from the static one-way communication of television to the dynamic two-way content creation of the web, our training programs must also change. We cannot keep doing the same trainings and expect to get the same results...it will not work and our trainees will just sit in class and check their email during our dynamic lectures on safety.