论文代写-在教室里手机应该被禁止

论文代写-在教室里手机应该被禁止。本篇论文范文讨论证明了这篇文章的主旨在于建立手机应该被禁止在教室里,因为它会导致上瘾,分心和网络欺凌的学生。无论是家长还是学校的政策框架,都应该意识到拥有智能手机对学生的影响,并提供一种基于互动数字的学习体验,以缓解学生对无聊的抱怨。

Cellphones should be banned to reduce cyber bullying and cellphones usefulness as search tool
Cyber bullying is one of the factors due to which the smartphones should not be allowed in classrooms. More than 20 percent of the students experience a single encounter of bullying once in their lifetime (Woda, 2017). The internet provides with the ability of bullying the other through anonymity due to which the increases access of bullying prone areas such as classrooms increases the cyber-bullying instances (Woda, 2017).
The cyber bullying has a severely negative impact and consequences to the affected students and individuals. It causes a wide range of physical, emotional and psychological stress. In general, the consequences of cyber bullying may make it dangerous for the development of social anxiety and depression (Woda, 2017).
Wide range of researchers including students hold the consensus that the cell phones should be allowed within the classroom settings on the basis of the usefulness it presents as a tool for undertaking brief search and research (Ross, 2017). However, it is found that majority of the students misuse the tool for playing due to which the negative effective offset the benefits and possess risk to the learning.

The discussion has proved the thesis statement of this essay lies in establishing that the cell phones should be banned in classrooms as it causes addiction, distraction and cyber bullying to the students. It is recommended for both the parents and policy framework of school to realize the consequences of smartphone ownership for the students and providing with an interactive digital based learning experience to alleviate the students of complaints related to boredom.

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加拿大论文代写-组织的战略管理

加拿大论文代写-组织的战略管理。战略管理都有自己的优点和缺点,但是考虑到光明的一面,它可以得出的结论是,所有组织的战略管理应该实现平衡的方式,以便它可以提供未来的洞察力的市场条件组织及其员工。此外,可以得出结论,战略管理的预算是一个主要的限制,组织应该考虑随着增加越来越多的灵活性的战略计划和政策。可以补充的是,为了实现长期目标,不应忽视眼前的结果。战略可以定义为一种方式,也可以广义上定义为一种严格的程序,应该加以实施和执行,以实现上述目标。战略或战略框架的相应管理产生了战略管理。制定好的战略计划有各种标准。其中一些问题如下:

A strategy may be defined as the way or can be defined in broad sense a rigorous procedure that should be implemented and carried in order to achieve the goals mention there. The corresponding management of the framed strategy or strategies gives rise to strategic management. There are various criteria for the development of good strategic plans. Some of them are as follows:
Descriptive
The strategic plan should be descriptive enough to cover all the constraints that it will satisfy along with the budget, safety, risk assessment and tenure etc. However, it may be noted that a very bulky plan with millions of clauses turns out to be redundant (Crossan et al., 2010). Hence, the strategic plan should be neither too bulky nor too short (Clapham and Pestel, 2012).
Accounting resistance and barriers
A good strategic plan should take in account all the possible barriers that can came up in its ways as this will help in framing the counter measures and thereby removing any crisis or panic situation.
The development of strategies is a structured process that follows basically the following steps:
Board meeting
One of the most important steps is identified as the board meeting. The board meeting can be defined as a procedure which includes all the high position holding members of the organization. It is one of the easiest ways to convey the strategic plans to the entire organization (Dodgson, 2012). The board meeting contributes as a source of information and suggestion.
Identification of objectives, vision and mission of the organization
It the most important step in framing a strategic plan for the organization. The vision of the organization should be identified so as to incorporate that to the goals of the plan (Ethiraj, Gambardella and Helfat, 2016). This identification process is very much important because this step will remove all the ambiguity regarding the goals that the organization wants to achieve.

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代寫-GDP增長速度和財政政策對貿易的影響

 

為了了解代寫-GDP增長速度和財政政策對貿易的影響,進行了以下研究。本研究探討了在一定的財政政策和增長速度的影響下,亞洲和澳大利亞之間如何放棄貿易。通過詳細的研究,研究人員試圖評估國內生產總值(GDP)的作用和財政政策對各自大陸的貿易情況的影響。研究人員采用了二次研究的方法來收集研究數據。數據來源於各大洲的官方網站、書籍、期刊以及與各大洲GDP波動和財政政策相關的文章。

Trading in between different provinces has been in practice since long time. The present research study tries to find out the effect of GDP growth rate fluctuation and fiscal policy of the continents Asia and Australia, effects on the trading relations in between them. It has been seen that continents trade in between themselves in order to acquire differentiated products and services from one another. Through this study, the researcher had tried to find out the factors that have urged the need of trading relations in between these two continents. Trade and business relations in between countries and continents are a very common goal of prospect. People from different places and areas tend to build up trade relations in between them and earn profit. Asia and Australia being to separate and unique entities have a strong trade relationship.

1.2 Significance of the Study

Through the conduction of the research study, the researcher wants to highlight the importance of gross domestic product and fiscal policies in the genre of establishing trade relations with other domains. In this research study, the researcher has chosen Asia and Australia, and how their respective gross domestic product, growth rate and fiscal policies taken up by the government with an aim of establishment of foster trading relations in between them. The study also emphasises the importance of forming influential fiscal policies for the attainment of esteemed goal set up by a domain.

1.3 Problem Statements

The study has tried to focus on the factors that are predominantly present in the economic structure of the Australian and Asian economies. The researcher had tried to emphasize on the characteristic components to determine, how the fluctuation in the gross domestic product growth rate and individual fiscal policies have affected the trade relations in between Australia and Asia.

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加拿大代写-手机游戏产业的受众分析

加拿大代写-手机游戏产业的受众分析。根据Mayra(2015) 2013年的研究,手机游戏产业已经从一个不存在的市场发展到175亿美元的产业。他进一步解释说,手机游戏产业的收入预计将在2017年实现。导致手机游戏产业增长的因素包括重新定义的市场、大型开发商的停滞不前以及不断变化的成本和资金来源。虽然大多数手机游戏的目标受众是儿童,但是Mayra(2015)解释说游戏类别决定了游戏的目标群体。这款游戏的类别缩小了目标受众的范围,并让手机游戏开发商据此设定受众。

According to Mäyrä (2015), the audience of mobile gaming is increasing day by day. One major reason for this rapid increase in the number of mobile game players can be attributed to the rapidly increasing number of mobile game genres that need less or smaller specific gaming audience.
The mobile industry is booming across the globe. The mobile App Store alone is inhabited by a horde of more than 500 thousand titles. The new recruits are tagging along at a rapid pace. The competition within the global gaming industry is growing at an exponential rate. Hence, it is very important to make use of the game categories for any new gaming company in order to identify the target group of their game. It is also important to check out the mobile games that are best performers in the market, deeply analyse them and try to vary strengths and weaknesses that they have.
According to Feijoo et al. (2012), the audience for mobile gaming tends to be younger and comprises of more females as compared to the audience for traditional console games i.e. PlayStation, Wii and Xbox360 games. In addition to this, the access of mobile gaming audience to disposable income is better that of the audience for traditional console games. Moreover, with the successful and rapid penetration of mobile devices as well as wide accessibility or availability of mobile connectivity, gamers around the globe can now be reached by developers at scale and with ease. In addition, with the rapid advancements and developments in mobile technology in different parts of the world, the mobile gamers are easily accessible.
The audience or customer base for mobile gaming is very large and vast. As per data, the audience for mobile gaming is larger than the total global install base or users of PlayStation, Wii and Xbox (Console Games) combined. It is even larger than the audience of portable gaming which includes Sony PSP and Nintendo DS. In the year 2014, the audience of mobile gaming was at nearly 200 million (Band et al., 2016).
The key reason for the increasing audience of mobile games is the increase in the number of mobile game genres. Mobile gaming is the largest entertainment industry for children as well as for people aged between 25 and 30. As per Feijoo et al. (2011), the average age of mobile players is gradually increasing as the players of old age is increasing in number.

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