Take control of revenue management in the new hotel economy Hotel Pricing in a Social World: How to Drive Value in the New Hotel Economy is an insightful resource that provides guidance on improving organizational decision making to keep your hotel relevant, from a pricing standpoint, in the often chaotic hotel landscape. This groundbreaking book clearly showcases the current environment of the hotel industry, and describes new and emerging trends that can impact your revenue management tactics. This essential text prepares you to survive and thrive in today's highly competitive market, and outlines the best approach to building profitable pricing strategies that follow both tactical and strategic best practices. Revenue management has become a key activity in the highly social environment of today's hotel industry, thanks to mobile technology and social media. Though relatively new, revenue management is a quickly-evolving discipline that requires precision if you want to maintain your hotel's relevance in the market. Leverage original research, case studies, and industry examples to understand the practical application of key concepts Explore current market conditions that have an impact on revenue management Consider how advances in data management, analytics, and data visualization can impact revenue management practices Identify how revenue management can help you take advantage of market opportunities and overcome challenges Hotel Pricing in a Social World: How to Drive Value in the New Hotel Economy is an essential text for hotel CFOs, CMOs, revenue managers, and operations managers who want to leverage revenue management techniques to keep their hotel competitive.
Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.
Written for human resource professionals, trainers, and managers, Using Individual Assessments in the Workplace is an easy-to-read and easy-to-apply manual for using assessment tools. Step by step this much-needed resource leads the reader through the often complex processes of job analysis, test selection, test administration and interpretation, and decision making. The authors—Leonard D. Goodstein and Erich P. Prien—are leading experts in the field of workplace assessment. In this book they present a comprehensive resource that offers an introduction to individual assessment, shows how to collect and analyze assessment data (including a five-step model for conducting this process), reveals how to perform psychological measurement, develop and integrate individual assessment data, and report individual assessment results.
I’ll Take Learning for 500 shows you how to leverage the excitement and entertainment inherent in game shows by using them to increase participant involvement as well as information retention and comprehension. This book will help trainers and teachers to select, create, modify, and employ game shows as a powerful, effective learning tool. The authors illustrate all of the many different elements that are required to make an effective game show—from writing effective questions to changing pre-existing game show rules, hosting, and creating new games. They offer expert advice on selecting the best game to fit the purpose of the training, tailoring and customizing it for a specific situation, and effectively presenting it to create a dynamic and exciting learning experience. The CD that accompanies the book includes several valuable game show templates that trainers can immediately pick up and use as a hands-on resource.
Is e-learning at your organization chronically underfunded? Discover how you can create workplace solutions with minimal budget in e-Learning Solutions on a Shoestring. Author Jane Bozarth, recognized as e-Learning Centre's October 2005 Pick of the Month, provides the nuts-and-bolts information you need to incorporate e-learning solutions at minimal cost. She offers myriad strategies for building from-scratch programs, recycling, reusing, and repurposing resources; negotiating reasonable expenses for «store bought» e-learning products; and incorporating real-world ideas for assembling tools, techniques, and strategies into workplace solutions.
When it was first published in 1995, Mel Silberman's 101 Ways to Make Training Active became an instant bestseller. Now this revised and updated second edition offers the same dynamic approach and several completely new case examples. The examples support each exercise and highlight real-time uses of the highly successful Active Training method. In addition, the book includes 200 training tips that form the nuts-and-bolts of successful active training. These tips incorporated in the book's top ten lists show how to build quality, activity, variety, and direction into your training programs. For the first time 101 Ways to Make Training Active features a CD-ROM containing all the original «Top Ten Trainers Tips and Techniques» lists for easy reproduction and distribution.
You know that great improvement initiatives abound. What you may not know is how to implement them effectively; get fast, dramatic improvement; and sustain those results for the long term. It's a common problem. But take heart: The next wave of performance excellence is here—the seamless integration of today's leading improvement methods. This integration, described thoroughly in this book, builds upon the strengths and addresses the shortcomings of each discipline. For example: While Six Sigma provides a disciplined, quantitative approach, many efforts fail because they don't address the people side of performance improvement and change management. Plus, Six Sigma efforts are expensive and take too long to produce results. Lean Manufacturing techniques can provide quick results, but they lack quantitative tools to reduce variation, and, as a result, are incapable of addressing numerous high-dollar improvement opportunities. Though High-Performance Organizations (HPO) create conditions for great motivation, improve intra-organizational interactions, and lower employee turnover, many HPO interventions fail to produce solid business results because members lack a disciplined approach and the tools for improvement.
Simulations and the Future of Learning offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, has created an intriguing roadmap for the future of learning while taking us along on an entertaining rollercoaster ride of trial and error, success and failure. Simulations and the Future of Learning outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.
Kick up your training sessions a notch! If you want to make group learning more fun and effective, this is the resource for you. Training expert Elaine Biech, author of Training for Dummies, challenged some of the world’s best game designers to create never-before-seen games using popular training toys and tools from Trainer’s Warehouse, the nation’s leading supplier of learning resources. Whether you’re a full-time workplace learning professional or occasional trainer, this collection contains the most ingenious and inventive collections of learning games. The collection uses a host of common and readily available tools and toys, from throwables and tactiles, to white boards on a stick and noise-making boomwackers. This book will appeal to anyone who delivers training and education—and presenters, too—the games run the gamut from short energizers, icebreakers and closers, to more involved group and team-building activities.
The Internet Encyclopedia in a 3-volume reference work on the internet as a business tool, IT platform, and communications and commerce medium.