Ethics in Management PHL 323 Ethics in the Workplace Case Study Action Plan Learning Team B: Cynthia Gibbs Elizabeth Hedden Dr. Christopher Klein‚ Facilitator December 11‚ 2005 Ethics in the Workplace Case Study Action Plan Introduction In 2003‚ Weyco Inc.‚ a licensed third party medical benefits administrator based in Okemos‚ Michigan‚ announced that effective January 1‚ 2005‚ they would no longer hire smokers (http://www.weyco.com/web/). They were changing their policy to a Tobacco-Free
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environment people treat coworkers with a professional respect; in a social setting they treat their friends completely different. Electronic communication has affected the way people interact with each other. The level of personalization in the workplace depends on the context‚ emotional support‚ expressions‚ trust‚ and situation of the environment. With the increase in electronic communications‚ how can we ensure positive interactions with our coworkers? Electronic Communications Electronic communications
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market. For example‚ MAC cosmetics are only sold at Nordstoms or Macys. Multichannel conflict may ensue if it decides to sell its product through other retailers. What are some of the ethical considerations in channel relations? For the most part‚ companies are free to pursue competition. However‚ ethical issues could arise in the use of exclusivity in deals and territories. As in the example of MAC cosmetics above. An ethical question could arise if in part of the negotiations that MAC made with
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Computer was invented by Charles Babbage in 1822. The computer is the most wonderful gift of science to the modern man. The computer can do all the works of man. Thus‚ after the invention of computer‚ the gap between man and machine has been bridged up.The dictionary meaning of the word "Computer" is an electronic calculating machine. Though a machine‚ it contains and provides innumerable informations. It may seem strange‚ but it is true that the memory and intelligence of a computer can be greater
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Q No.1) Marketing has taken a prominent position during the last decade due to............... (A) Increased Competition (B) Better Literacy Rate (C) Foreign Compulsions (D) Govt Instructions (E) RBI Policy Guidelines Q No.2) Marketing is definitely required when....... (A) Demand Exceed Supply (B) Supply Exceeds Demand (C) Supply Equals Demand (D) Staff is in Excess (E) There is Monopoly Q No 3) Traditional Marketing Style Involves.......... (A) Door to Door Campaigns (B) Sending Emails
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of science‚ amongst other things. We have been observing great scientific achievements since the dawn of the 20th century. But the invention which has brought about a revolutionary change in the world is computer. The history of computer science began long before the modern discipline of computer science that emerged in the 20th century‚ and hinted at in the centuries prior. The progression‚ from mechanical inventions and mathematical theories towards the modern concepts and machines‚ formed a major
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Ethical Practices of Computer and Internet Technology in the Work Place Computer and Internet technology use in the workplace gives rise to questionable ethical practices among employees as well as managers. For the last three (plus) decades the increasing availability and advances in technology has improved productivity; however the use of computers and Internet in the workplace leads to temptation to misuse the resource for personal gain. Employees and managers accessing private employee
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other related experiments in which human testing would be considered either unsafe or unethical. Scientists study a particular biological phenomenon on a model organism and try to relate their findings to other types of organisms that are more difficult to study. As an example‚ 60% of human disease genes have an equivalent in the fruit fly and nematode worm. Multiple types of species are used as model organisms and some are used more frequently than others. The more one species is used as a model‚ the
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Gamification in the Workplace The paper examines a new trend in workplace design called “gamification”. Gamification is defined as using concepts derived from video games and applying them in businesses to enhance motivation‚ raise productivity and lower turnover. The areas of effect discussed are motivation‚ cooperation‚ productivity and employee happiness. The text looks at which characteristics of video games make them so engaging and translates them into examples from the workplace. It presents
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Advantages and Disadvantages of Collaboration in the Workplace In this global economy in which organizations are driven by technology‚ processes and the need to share information‚ collaboration is important. Rosen (2007) defines collaboration as "working together to create value while sharing virtual or physical space" (p. 9). Collaboration has become a standard in today’s organizations. Teams are working together virtually or face-to-face on projects or on problem solving. Sharing experiences
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