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Skills
A skill is the ability to carry out a task with determined results often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of work, some general skills would include time management, teamwork and leadership, self-motivation and others, whereas domain-specific skills would be useful only for a certain job. Skill usually requires certain environmental stimuli and situations to assess the level of skill being shown and used. People need a broad range of skills to contribute to a modern economy. A joint ASTD
ASTD
and U.S. Department of Labor
U.S

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Departmentalization
Departmentalization (or departmentalisation) refers to the process of grouping activities into departments. Division of labour
Division of labour
creates specialists who need coordination. This coordination is facilitated by grouping specialists together in departments.Contents1 Popular types of departmentalization 2 Some philosophical considerations 3 Recent trends in departmentalization 4 ReferencesPopular types of departmentalization[edit]Functional departmentalization - Grouping activities by functions performed. Activities can be grouped according to function (work being done) to pursue economies of scale by placing employees with shared skills and knowledge into departments for example human resources, IT, accounting, manufacturing, logistics, and engineering
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Printer (publisher)
In publishing, printers are both companies providing printing services and individuals who directly operate printing presses.[1] Printers include: Newspaper
Newspaper
printers, often owned by newspaper publishers Magazine
Magazine
printers, usually independent of magazine publishers Book
Book
printers, often not directly connected with book publishers Stationery
Stationery
printers Packaging
Packaging
printers Trade printers, who offer wholesale rates within the printing industryAn artist who operates a printing press to execute their own works of printing press such as, hand in limited runs. That is usually distinguished from other printers by the term printmaker. References[edit]Wikimedia Commons has media related to Printers (publishers).^ "Printer". Merriam-Webster. This publishing-related article is a stub
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Special
Special
Special
or specials may refer to:Contents1 Music 2 Film and television 3 Other uses 4 See alsoMusic[edit] Special
Special
(album), a 1992 album by Vesta Williams "Special" (Garbage song), 1998 "Special
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International Standard Book Number
"ISBN" redirects here. For other uses, see ISBN (other).International Standard Book
Book
NumberA 13-digit ISBN, 978-3-16-148410-0, as represented by an EAN-13 bar codeAcronym ISBNIntroduced 1970; 48 years ago (1970)Managing organisation International ISBN AgencyNo. of digits 13 (formerly 10)Check digit Weighted sumExample 978-3-16-148410-0Website www.isbn-international.orgThe International Standard Book
Book
Number (ISBN) is a unique[a][b] numeric commercial book identifier. Publishers purchase ISBNs from an affiliate of the International ISBN Agency.[1] An ISBN is assigned to each edition and variation (except reprintings) of a book. For example, an e-book, a paperback and a hardcover edition of the same book would each have a different ISBN. The ISBN is 13 digits long if assigned on or after 1 January 2007, and 10 digits long if assigned before 2007
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Online Skill-based Game
Online skill-based games are online games in which the outcome of the game is determined by the player's physical skill (like fast reaction or dexterity) or mental skill (logic abilities, strategic thinking, trivia knowledge). As in off-line games of skill, the definition has legal meaning, as playing games of chance for money is an illegal act in several countries.Contents1 Categories 2 History 3 Mechanics 4 ReferencesCategories[edit] Most skill-based games, or skillgames, fall into five categories:[1]Arcade games involve quick fingers and quick thinking. These games are generally sped-up puzzle games. Puzzle games rely on logic abilities and require the user to solve certain types of puzzles
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Communication Skills
Communication
Communication
(from Latin commūnicāre, meaning "to share"[1]) is the act of conveying intended meanings from one entity or group to another through the use of mutually understood signs and semiotic rules. The main steps inherent to all communication are: [2]The formation of communicative motivation or reason. Message
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Socialization
In sociology, socialization is the process of internalizing the norms and ideologies of society. Socialization
Socialization
encompasses both learning and teaching and is thus "the means by which social and cultural continuity are attained".[1]:5[2] Socialization
Socialization
is strongly connected to developmental psychology.[3] Humans need social experiences to learn their culture and to survive.[4] Socialization
Socialization
essentially represents the whole process of learning throughout the life course and is a central influence on the behavior, beliefs, and actions of adults as well as of children.[5][6] Socialization
Socialization
may lead to desirable outcomes—sometimes labeled "moral"—as regards the society where it occurs. Individual views are influenced by the society's consensus and usually tend toward what that society finds acceptable or "normal"
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Social Rule
A convention is a set of agreed, stipulated, or generally accepted standards, norms, social norms, or criteria, often taking the form of a custom. Certain types of rules or customs may become law and regulatory legislation may be introduced to formalize or enforce the convention (for example, laws that define on which side of the road vehicles must be driven)
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Social Communication
Communication
Communication
(from Latin commūnicāre, meaning "to share"[1]) is the act of conveying intended meanings from one entity or group to another through the use of mutually understood signs and semiotic rules. The main steps inherent to all communication are: [2]The formation of communicative motivation or reason. Message
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Interpersonal Relationship
An interpersonal relationship is a strong, deep, or close association or acquaintance between two or more people that may range in duration from brief to enduring. This association may be based on inference, love, solidarity, regular business interactions, or some other type of social commitment. Interpersonal relationships are formed in the context of social, cultural and other influences. The context can vary from family or kinship relations, friendship, marriage, relations with associates, work, clubs, neighborhoods, and places of worship
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Trust (social Sciences)
In a social context, trust has several connotations.[1] Definitions of trust[2][3] typically refer to a situation characterized by the following aspects: One party (trustor) is willing to rely on the actions of another party (trustee); the situation is directed to the future. In addition, the trustor (voluntarily or forcedly) abandons control over the actions performed by the trustee. As a consequence, the trustor is uncertain about the outcome of the other's actions; they can only develop and evaluate expectations. The uncertainty involves the risk of failure or harm to the trustor if the trustee will not behave as desired. Vladimir Ilych Lenin expressed this idea with the sentence "Trust is good, control is better".[4] Trust can be attributed to relationships between people. It can be demonstrated that humans have a natural disposition to trust and to judge trustworthiness that can be traced to the neurobiological structure and activity of a human brain
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American City Business Journals
American City Business Journals
American City Business Journals
is an American newspaper chain based in Charlotte, owned by Advance Publications. ACBJ owns a range of media outlets, including 40 primary metropolitan weekly publications, which reach 4 million readers with business community related news, and The Business Journals, which has daily news from those newspapers and other business news and information. It also controls the Street & Smith's Sports Group, which publishes motorsports periodicals, including SportsBusiness Journal, Sports Business Daily, five sports annuals, and The Sporting News
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Craft Guild
A guild /ɡɪld/ is an association of artisans or merchants who oversee the practice of their craft in a particular town. The earliest types of guild were formed as confraternities of tradesmen. They were organized in a manner something between a professional association, trade union, a cartel, and a secret society. They often depended on grants of letters patent by a monarch or other authority to enforce the flow of trade to their self-employed members, and to retain ownership of tools and the supply of materials. A lasting legacy of traditional guilds are the guildhalls constructed and used as meeting places
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Empathy
Empathy
Empathy
is the capacity to understand or feel what another person is experiencing from within their frame of reference, i.e., the capacity to place oneself in another's position.[1] There are many definitions for empathy that encompass a broad range of emotional states
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Cooper (profession)
A cooper is someone in the trade of making utensils and barrels and other accessories, usually out of wood that was steamed, but sometimes using other materials.Contents1 History 2 21st century 3 "Cooper" as a name 4 References4.1 Bibliography5 Further reading 6 External linksHistory[edit]Cooper at Zuiderzeemuseum, Enkhuizen, the NetherlandsCooper's brands from 1518 as recorded in a civic register from Bozen, South Tyrol[1]Traditionally, a cooper is someone who makes wooden, staved vessels, sewn together with hoops and possessing flat ends or heads. Examples of a cooper's work include casks, barrels, buckets, tubs, butter churns, hogsheads, firkins, tierces, rundlets, puncheons, pipes, tuns, butts, pins and breakers. Traditionally, a hooper was the man who fitted the metal hoops around the barrels or buckets that the cooper had made, essentially an assistant to the cooper. The English name Hooper is derived from that profession
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