ASSESSMENT 4: Business Report Aim The aim of this task is for students to write a business style report on their research topic. This assessment is designed for students to undertake research in a...

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ASSESSMENT 4: Business Report



Aim



The aim of this task is for students to write a business style report on their research topic. This assessment is designed for students to undertake research in a topical area in business, IT, and related fields.


Use your topic from the annotate bibliography



Due Date



Week 12



Word Count



1500 words +/- 10%



Assessment Details



Students will write a business report that provides:


· Coversheet


· Executive summary


· Table of Content


· The introduction to the topic


· The aim of the report


· The background and scope (e.g. the main problem and issues)


· An overview of benefits and challenges;]


· A set of conclusions


· A reference list (minimum 8 sources)


· The report must also provide information in a table and/or figure.


Use the template provided and read the notes in the webinars form Weeks 8, 9, and 10








ICT103 – Business and Technical Communications Business Report 4.1 ASSESSMENT SCHEDULE Assessment tasks No Name Type Description ULO CLO GA Week % 4 Business Report Business Report Business Report LO1, LO2, LO3, LO4, CLO1, CLO6, CLO7 GA2, GA4 12 40 ASSESSMENT 4: Business Report Aim The aim of this task is for students to write a business style report on their research topic. This assessment is designed for students to undertake research in a topical area in business, IT, and related fields. Use your topic from the annotate bibliography Due Date Week 12 Word Count 1500 words +/- 10% Assessment Details Students will write a business report that provides: · Coversheet · Executive summary · Table of Content · The introduction to the topic · The aim of the report · The background and scope (e.g. the main problem and issues) · An overview of benefits and challenges;] · A set of conclusions · A reference list (minimum 8 sources) · The report must also provide information in a table and/or figure. Use the template provided and read the notes in the webinars form Weeks 8, 9, and 10 Doc: ICT103_ Learning Guide V1.0 TESQA: PRV14311 CRICOS: 03836J Australia Advance Education Group Pty Ltd. trading as Sydney International School of Technology and Commerce ABN 74 613 055 440 |ACN 613 055 440 Level 14/233 Castlereagh Street, Sydney NSW 2000 Page | 1 ICT103 – Business and Technical Communications Business Report 4.1 ASSESSMENT SCHEDULE Assessment tasks No Name Type Description ULO CLO GA Week % 4 Business Report Business Report Business Report LO1, LO2, LO3, LO4, CLO1, CLO6, CLO7 GA2, GA4 12 40 ASSESSMENT 4: Business Report Aim The aim of this task is for students to write a business style report on their research topic. This assessment is designed for students to undertake research in a topical area in business, IT, and related fields. Use your topic from the annotate bibliography Due Date Week 12 Word Count 1500 words +/- 10% Assessment Details Students will write a business report that provides: · Coversheet · Executive summary · Table of Content · The introduction to the topic · The aim of the report · The background and scope (e.g. the main problem and issues) · An overview of benefits and challenges;] · A set of conclusions · A reference list (minimum 8 sources) · The report must also provide information in a table and/or figure. Use the template provided and read the notes in the webinars form Weeks 8, 9, and 10 Doc: ICT103_ Learning Guide V1.0 TESQA: PRV14311 CRICOS: 03836J Australia Advance Education Group Pty Ltd. trading as Sydney International School of Technology and Commerce ABN 74 613 055 440 |ACN 613 055 440 Level 14/233 Castlereagh Street, Sydney NSW 2000 Page | 1 Title Executive Summary Abstract 100 – 150 words Contents Executive Summaryi 1.Introduction1 2.Background Literature2 2.1Theme 1 (normally definitions)2 2.2Theme 2 (normally history)2 2.3Theme 3 (normally new trends)2 3Benefits of Topic3 4Challenges of Topic4 5Discussion of Topic5 6Conclusion and Recommendations6 References7 NameICT103 Assessment 4 Student ID 2 1. Introduction Paragraph 1: Orientation (100 – 120 words) Paragraph 2: Background and Scope (100 – 120 words) Paragraph 3: Statement of purpose and outline (main points) (100 – 120 words) 2. Background Literature Section overview (80 – 100 words) 2.1 Theme 1 (normally definitions) Paragraph goes here (150 – 200 words) 2.2 Theme 2 (normally history) Paragraph goes here (150 – 200 words) 2.3 Theme 3 (normally new trends) Paragraph goes here (150 – 200 words) 3 Benefits of Topic Outline key benefits (150 – 200 words) 4 Challenges of Topic Outline key challenges, problems, and/or issues (150 – 200 words) 5 Discussion of Topic Compare and contrast benefits and challenges. Look at key trends. 200 words 6 Conclusion and Recommendations Summarise main points and state recommendation (100 – 150 words) References Kimble, C and Milolidakis, G. (2015) “Big Data and Business Intelligence: Debunking the Myths”, Global Business and Organizational Excellence, 35, pp. 23-34 English, L.P. (1999) “Improving Data Warehouse and Business Information Quality”, New York, USA: Wiley Computer Publishing. Manyika, J., Chui, M., and Brown, B (2011) “Defining Big Data”, New York, USA: McKinsey Global Institute. SAS Insights (2020) “Big Data Analytics: What it is and why it matters”, SAS Insights. Retrieved from: https://www.sas.com/en_us/insights/analytics/big-data-analytics.html Wang, R.Y., Strong, D.M., and Guarascio, L.M. (1994) “Data Consumers’ Perspective on Data Quality”, Beyond Accuracy: What Data Quality Means to Data Consumers TDQM-94-01 MIT, 2
Answered Same DayOct 07, 2021ICT103

Answer To: ASSESSMENT 4: Business Report Aim The aim of this task is for students to write a business style...

Deepti answered on Oct 13 2021
153 Votes
Digital Game-Based Learning
Executive Summary
In recent years, there has been an exponential increase in development and study of digital game based learning (DGBL). DGBL came into existence when game-based learning was introduced to digital interaction. The effectiveness of DGBL depends upon establishing clear understanding of frameworks and methods used in its
development and validation. This report aims at exploring the DGBL technology in current scenario on a general level, defining the technology, its evolution, the benefits it offers to the learners and its users, the challenges faced by the developers in keeping pace with the evolving interests of the users and in integrating the entertainment aspect of gaming with education.
Keywords- DGBL, effectiveness, education, learners, digital game
Contents
Executive Summary    i
1.    Introduction    1
2.    Background Literature    2
2.1    Definition    2
2.2    History    2
2.3    New Trends    3
3    Benefits    4
4    Challenges    4
5    Discussion    4
6    Conclusion and Recommendations    4
References    6
Name        ICT103 Assessment 4
Student ID
2
1. Introduction
Digital Game based learning approach uses game as a medium to convey learning contents. Several gaming models have successfully attempted the integration of instructional design with game development process. Researchers have shown that a majority of users are experienced in playing digital games. Educational games have thus found a potential as a tool to enhance learning technique in several subjects like history, mathematics, etc. which otherwise become boring to learn through traditional classroom teaching methods. Digital games have been welcomed by young learners thus pushing the gaming industry to billions in revenue with game playing population majorly falling between the age group of 10 to 34 years. Educational gaming has emerged as a trending paradigm of digital learning and has been explored for its potential in all fields of education.
The report focuses on explaining the importance of digital game-based learning technology, its acceptance in young community and the challenges faced bridging the gap between effective learning and preserving the entertainment factor within digital games. Owing to the technological advancement, the educational landscape in mostly all the fields have experienced substantial evolution.
The following sections discuss the background of Digital Game based learning, focusing on its existence, need and fields of prospective technological innovation. The benefits and challenges are highlighted in the further sections along with a comparison between them illustrating distinct advantages of DGBL over its adverse effects. Lastly, the report concludes with a discussion on effectiveness of the technology and recommends certain ___________________
2. Background Literature
Digital Game based learning is an instructional approach that focuses engagement on educational content through techniques that are found in digital games (Tan, 2007). The use of digital games and their effectiveness has led to potential manufacturing of educational game-based learning process for learners to enhance practical skills. This section outlines the what DGBL basically holds for learners, how it evolved over the years and what it holds in store for young learners.
2.1 Definition
Digital Game-based learning approach utilizes game as a medium to convey learning content. Instructional design and game development are combined to form educational games which has been found to be an effective and interesting process of learning among young learners. Educational games are pre-eminent learning tools (Eck, 2006) which are...
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