Pinnacle Hotel Management Institute: Leading the Way in Hospitality Education for Post-12th Students in Hyderabad

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Alcohol Mughith Faisal

Introduction
Alcohol is a highly addictive beverage that has a strong effect on people who consume it. The more a person drinks the high the likelihood that the person’s mental status will be affected. Alcohol consumption can impair judgment resulting to the engagement in risky behavior. Moderate alcohol consumption, on the other hand, does not affect an individual’s thinking capacity and behavior. In short, the effects of alcohol vary depending on the quantity of alcohol consumed, the frequency of drinking, and the age of the drinker. Over consumption of alcohol can results to immediate consequences such as memory problems, slurred speech, and confusion, engagement in risky behaviors, increased risk of violence and increased risk of accidents. Long-term misuses of alcohol can also lead to alcohol use disorders such as alcohol addiction, and a mirage of diseases included liver cirrhosis and certain types of cancer. Teenagers and young adults are well aware of this risks, but it does not deter them from engaging in reckless drinking. The online survey strives to find out why people drink and how drinking affects their decision making and subsequently, the rest of their lives.

Methodology
The online survey focused on determining how alcohol affects the user’s decision and choices. The survey also focused on determining whether the participants engage in bad decisions and participate in unprotected sex when intoxicated. The online survey consisted of ten questions that comprise of general questions such as the participant’s gender and age bracket. The questions then become more personalized and focused on the drinking habits of the participant. For instance, the participant is asked when he or she began drinking and the frequency of his or her drinking habit. At the end of the survey, participants respond to whether he or she has ever made choices under the influence of alcohol that he or she has come to regret. The complete set of questions asked and the response results are provided in Appendix 1 below. In total, there were ten questions set for the participants.

Results
A total of 35 participants responded to the open survey questions on alcohol consumption and their influence on the choices and behavior. 31 participants responded from the web link while four responses were from social media.13 participants (37.14%) were female respondents while 22 participants (62.86%) were male. 87.71% of the respondent were between the ages of 18-24 while 14.29% were 25-34 years old. 80% of the respondents admitted having drunk alcohol before with only 20% admitting not to have taken alcohol. 12out of 12 participants (100%) admitted having begun taking alcohol between the ages of 18-24years. On the frequency of the consumption of alcohol, 37.14% of the participants admitted that they consume alcohol 2-4 times a week. 17.14% admitted to taking alcohol at least 2-4 times a month while 14.29% admitted to taking alcohol at least once a month. 8.57% take alcohol every day while 22.86% indicated that they do not take alcohol.

When asked why they began to take alcohol, 66.67% admitted that they succumbed to peer pressure, 16.67% began to take alcohol for fun while 8.33% began to take alcohol out of curiosity as well as to forget their problems. Questioned on their effort to try and stop drinking alcohol, 67.65% admitted having tried while 32.35% admitted having made no attempt to stop the habit. The respondents were also asked about their ability to control themselves while under the influence of alcohol. 1participant skipped the question, but 61.76% responded that they control themselves while 14.71% admitted that they cannot control themselves. 23.53% of the participants were unsure of whether they can control themselves. 52.94% admitted having engaged in unprotected sex while 47.06% denied having engaged in unprotected sex. 55.88% regretted the choices they made while under the influence while 44.12% did not regret their choices.

Findings/Analysis

The findings highlighted the serious situation of alcohol consumption among teenagers and young adults. The habit of alcohol consumption begins at a very young age thus increasing the risk of over-dependence and alcoholism. 87.71% are at a critical age of their life (18-24), and the choices and decisions they make can affect their wellbeing in the future. The pressure to fits in is also a prevalent cause that drives young adults to begin taking alcohol. 66.67% take alcohol because of peer pressure. The finding is an indicator that most young adults take alcohol as a way of fitting in among their peers, friends, and colleagues. According to Boyles (2007), the presence of peers increases the risk of risk taking. An individual may be aware of the risks of indulging in alcohol consumption, but he may still engage in the behavior when surrounding by his or her peers. Boyle (2007) indicates that individuals may be educated on the risks of behavior, for example, alcohol consumption but may still be undeterred to engage in the practice when in the company of peers.

The results also reveal the increased risk of engaging in risky behavior due to alcohol consumption. For instance, the risk of engaging in unprotected sex is high when the individual is under the influence of alcohol. Alcohol clouds the drinker’s judgment thus affecting his or her ability to reason clearly. According to CDC (2013) report on youth risk behavior surveillance, many people engage in behavior that put them at risk of morbidity and mortality. Numerous behavior including taking alcohol and engaging in unprotected/risky sexual encounters have increased thus putting the youth’s health outcome at risk.

Recommendation/Future Actions

There is a need for intensive and continuous awareness of the risk and influence of alcohol consumption in public. The effects to eradicate alcohol misuse in the society must involve parents as well as the young adults. The young adults must continue to be made aware of the negative impact of risk habits such as excessive alcohol consumption. From the findings, it is apparent that most young adults are aware of the risk of alcohol consumption hence their efforts to stop the habit. Therefore, it is importance for intensive public awareness on cessation of alcohol to continue so that the young adults never assume that it is alright to misuse alcohol. Similarly, parents must be encouraged to play an active role in their children’s life. Regular monitoring will ensure that the parent or guardian is aware of her or his child whereabouts thus minimizing the chances of risky and irresponsible behavior. Communities can establish alternative pass time activities that ensure that young adults are engaged. The availability of plenty of ideal time increases the risk of engaging in habits such as excessive alcohol consumption. For instance, the provision of sports activities around learning institutions and the community provides young adults with alternative ways to pass their time.

Conclusion
It is apparent that young adults find themselves in a tight spot when it comes to making a decision such as not consuming alcohol. At one hand, they are faced with voluminous information n the risks involved with the misuse of alcohol among other drugs. On the other hand, they are faced with the desire to fit in by impressing their friends. Peer pressure pushes most young adults to engage in excessive alcohol intake irrespective of the knowledge of potential risks. There is a need for intensive awareness on the risk of excessive alcohol consumption. The young adults need to learn that excessive alcohol consumption does not help an individual fit it in a group, it does not help resolve problems and it is not a way of having fun.

Good effect of a video game

PURPOSE
Computerization in the people’s lives has become a usual thing for as long as computers have been in existence (Anderson, 2004). However, computers have brought with them problems along with their benefits. Although the computer is an instrument with which one can earn a living, the matter is in the way people use it. Additionally, it concerns video games, especially because of the fascinate children and teenagers. Video games have been part of people’s lives as they grow up. Video games started times back when Atari created the first gaming console which was a simple game of tennis. Now the market is filled with various types of video games. Video games have become the second nature of the children in the modern world and are comfortable playing them. As much as children have made video games their second nature, they have many bad and good effects.

The reason why this topic has been selected is that video games have both negative and positive effects. Additionally, video games pose a serious problem in various parts of the world and deserve more attention. There is no place in the world in the world including the United States that children and adult do not play video games every day. Although many players easily limit their play of the video game in a way that does not interfere with their lives, there are others who have gone on to develop an addiction to the playing of the video games and results in suffering detrimental effects. The reason why this topic interests me is although video games are frowned upon by many parents whose children have been addicted to it there is a good side of it. Video games have good effects. Furthermore, video games have the capability of changing one’s brain’s physical structure similar to the way learning to read, playing guitar, or navigating using a map does according to Sherry (2001).

I think from this research I am going to find the negative and positive effects of video games. I am going to find out ways in which video games is similar to exercise and the way it builds muscles. Disregarding the negative effects, I am going to find how the powerful combination of the brain concentration and rewarding surges of the neurotransmitters such as dopamine strengthens neural circuits thus building the brain. Additionally, I will find the extent to which video games “melt the brains of the players” and whether this assertion is true. The issues around video games are important (Egenfeldt-Nielsen et al., 2016).

The issues surrounding video games are important because parents are growing anxious about their children spending too much time playing a video game. Parents believe that video games are endangered a child’s state of mind and develop aggressiveness, narrow their range of interest, and impoverish their emotional sphere. While this might be true, there is a good side of video games. I am going to be taking the meaningful angle with my projects this semester. This means that I will bring to the whole learning about the topic at hand (Greitemeyer & Osswald, 2010).

PROBLEMS TO BE INVESTIGATED
Do video games have any positive impacts?
What are the main issues associated with the playing of video games?
Is the concern of the adverse impacts linked to video games on children founded on facts?
Why is the issue of the effect of video games becoming important?
What does literature say about the good effect of video games?
What are the specific good effects of video games?
What are the financial and social effects of video games?
The key issue in this research is investigating the good effects of playing video games. This is beside the fact that video games have both negative and positive effects and the fact the issue has become important with more children and teenagers increasingly becoming addicted to video games.

METHODS OF RESEARCH
While investigating the good effects of video games, I will use case study. Good effects of video games are a real-life situation. Therefore, a case study is a good research methodology to study the situation with all its complexities thus discovering the factors which will contribute to the outcomes of the research. The case study will be used to study this situation (Swanborn, 2010) comprehensively. The reason for choosing case study as the methodology in this research is because it will be impossible to generalize from the findings from the case study. However, through a case study, I will be able to easily test whether and how theories and scientific models work in the real world (Hancock & Algozzine, 2015). Conducting case studies will give me a chance of drawing from my knowledge and research. Additionally, I will easily practice my skills of analysis and reasoning after which I will draw conclusions on the good effects of video games. I will draw case study from real life, and so it might be complex according to Easton (2010). Additionally, different readers of the case study might draw different conclusions from the case which is expected.