31,518 research outputs found

    Playing to Learn: Business Simulation Games as Leadership Learning Environments

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    The aim of this dissertation is to investigate if participation in business simulation gaming sessions can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. Particularly, the focus is to describe the development of leadership styles when leading virtual teams in computer-­supported collaborative game settings and to identify the outcomes of using computer simulation games as leadership training tools. To answer to the objectives of the study, three empirical experiments were conducted to explore if participation in business simulation gaming sessions (Study I and II), which integrate face-­to-­face and virtual communication (Study III and IV), can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. In the first experiment, a group of multicultural graduate business students (N=41) participated in gaming sessions with a computerized business simulation game (Study III). In the second experiment, a group of graduate students (N=9) participated in the training with a ‘real estate’ computer game (Study I and II). In the third experiment, a business simulation gaming session was organized for graduate students group (N=26) and the participants played the simulation game in virtual teams, which were organizationally and geographically dispersed but connected via technology (Study IV). Each team in all experiments had three to four students and students were between 22 and 25 years old. The business computer games used for the empirical experiments presented an enormous number of complex operations in which a team leader needed to make the final decisions involved in leading the team to win the game. These gaming environments were interactive;; participants interacted by solving the given tasks in the game. Thus, strategy and appropriate leadership were needed to be successful. The training was competition-­based and required implementation of leadership skills. The data of these studies consist of observations, participants’ reflective essays written after the gaming sessions, pre-­ and post-­tests questionnaires and participants’ answers to open-­ ended questions. Participants’ interactions and collaboration were observed when they played the computer games. The transcripts of notes from observations and students dialogs were coded in terms of transactional, transformational, heroic and post-­heroic leadership styles. For the data analysis of the transcribed notes from observations, content analysis and discourse analysis was implemented. The Multifactor Leadership Questionnaire (MLQ) was also utilized in the study to measure transformational and transactional leadership styles;; in addition, quantitative (one-­way repeated measures ANOVA) and qualitative data analyses have been performed. The results of this study indicate that in the business simulation gaming environment, certain leadership characteristics emerged spontaneously. Experiences about leadership varied between the teams and were dependent on the role individual students had in their team. These four studies showed that simulation gaming environment has the potential to be used in higher education to exercise the leadership styles relevant in real-­world work contexts. Further, the study indicated that given debriefing sessions, the simulation game context has much potential to benefit learning. The participants who showed interest in leadership roles were given the opportunity of developing leadership skills in practice. The study also provides evidence of unpredictable situations that participants can experience and learn from during the gaming sessions. The study illustrates the complex nature of experiences from the gaming environments and the need for the team leader and role divisions during the gaming sessions. It could be concluded that the experience of simulation game training illustrated the complexity of real life situations and provided participants with the challenges of virtual leadership experiences and the difficulties of using leadership styles in practice. As a result, the study offers playing computer simulation games in small teams as one way to exercise leadership styles in practice.Siirretty Doriast

    Developing Global Mindset and the Impact on Virtual Teams

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    [Excerpt] Increasingly global and competitive in nature, today’s work environment necessitates more cooperation, collaboration, and cross-cultural understanding than ever before. Many significant changes have altered the way companies conduct business. Companies now compete in a global economy that demands quality goods and services at competitive prices. Consumers, through increasing demand for better quality, force companies to remain competitive by providing (1) tailored solutions for specific needs and (2) responding rapidly to market changes. In this global context, speed and personalized solutions create customer growth. But how do multinational companies respond to these two often competing forces? Expanding on the concept of traditional teams, one solution has been to institute virtual teams composed of diverse members best suited to a variety of projects. Consistent with the increasingly global context in which these teams operate, members of virtual teams must be dynamic, flexible, and culturally intelligent in order to speedily deliver tailored products and services globally. Considering the increased use of virtual teams, this paper aims to explore the role of a global mindset in overcoming the challenges associated with working across cultures, especially when such teamwork occurs at a distance. Next, the differences between local and global mindsets will be discussed and essential global competencies identified. Finally, strategies for developing a global mindset in leaders and employees will be outlined

    Values-Based Network Leadership in an Interconnected World

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    This paper describes values-based network leadership conceptually aligned to systems science, principles of networks, moral and ethical development, and connectivism. Values-based network leadership places importance on a leader\u27s repertoire of skills for stewarding a culture of purpose and calling among distributed teams in a globally interconnected world. Values-based network leadership is applicable for any leader needing to align interdependent effort by networks of teams operating across virtual and physical environments to achieve a collective purpose. An open-learning ecosystem is also described to help leaders address the development of strengths associated with building trust and relationships across networks of teams, aligned under a higher purpose and calling, possessing moral fiber, resilient in the face of complexity, reflectively competent to adapt as interconnected efforts evolve and change within multicultural environments, and able to figure out new ways to do something never done before

    Project knowledge into project practice: generational issues in the knowledge management process

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    This paper considers Learning and Knowledge Transfer within the project domain. Knowledge can be a tenuous and elusive concept, and is challenging to transfer within organizations and projects. This challenge is compounded when we consider generational differences in the project and the workplace. This paper looks at learning, and the transfer of that generated knowledge. A number of tools and frameworks have been considered, together with accumulated extant literature. These issues have been deliberated through the lens of different generational types, focusing on the issues and differences in knowledge engagement and absorption between Baby Boomers, Generation X, and Generation Y/Millennials. Generation Z/Centennials have also been included where appropriate. This is a significant issue in modern project and organizational structures. Some recommendations are offered to assist in effective knowledge transfer across generational types.Accepted manuscrip

    Working in Teams

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    {Excerpt} Cooperative work by a team can produce remarkable results. The challenge is to move from the realm of the possible to the realm of practice. Groups that range from two persons to many are a very big part of social life (indeed, of human experience). They can be significant sites of socialization and learning, places in which beneficial relationships form and grow, and settings where knowledge and wisdom flourish. Because they also offer individuals the opportunity to work together on joint tasks and develop more complex and larger-scale activities (projects), groups can be highly rewarding to their members, organizations, and society at large. On the other hand, the socialization they offer can constrict or even oppress members. Groups can also become environments that exacerbate interpersonal conflict, for example if one individual dominates or tries to “score points.” In addition, the boundaries that are drawn around them can exclude others—sometimes to their detriment—and create intergroup conflict. What is more, belonging to a group often warps the judgments of members: pressure to conform can lead to “groupthink” or poor decision making. Other, well-nigh mundane shortcomings include diffusion of responsibility; excessive diversity of views, goals, and loyalties; and the tendency to “solve” (but not analyze) problems. These potential strengths, weaknesses, opportunities, and threats make groups an essential focus for research, exploration, and action, for instance regarding group development (teamwork) in organizations

    A Holistic Framework for Effective Engineering Leadership Development Using 3D Virtual World Simulation

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    Problems associated with the limited success of traditional engineering leadership development are the absence of embedded real-life industry case studies in leadership development and incorrect applications of leadership strategies in the various contexts. Though recommended programs for enhancing leadership development exist, they lack an examined framework, especially when it comes to leadership development of undergraduate engineering students. In this research effort, the impact of a framework using 3D virtual world simulation and the 4-D Leadership System to enhance the leadership abilities of undergraduate engineering students at the individual and team levels based on industrial leadership case studies was investigated. The 3D virtual world simulation was used to provide experiential learning by replacing human beings with avatars that could be managed or dramatized by real people. This framework was examined and validated by a randomized pretest-posttest control group design. Paired and two-sample t-tests revealed a significant development in the average team leadership skills of the experimental group, but no significant change occurred in the control group teams. There was a reduction in the mean of individuals\u27 tests which indicated there was a small enhancement in an individual\u27s leadership skills; however, the change was small and not statistically significant. Also, the administration of the 3D virtual world leadership simulation on the undergraduate engineering students had a significant effect on a team\u27s average leadership skills. There was a small, but insignificant effect of the 3D virtual world simulation for individuals. The findings of the study supported simulation as having potential to strengthen the leadership development of undergraduate engineering students, thereby preparing them to meet industry\u27s demands for engineering leadership

    The Impact of Virtuality and Shared Leadership on Virtual Team Performance

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    Previous studies show divergent views of shared leadership in the team performance of virtual teams. In this study, we seek to understand the mediating and moderating roles of trust, commitment, and virtuality among virtual team members on performance within the context of shared leadership. We conducted a questionnaire-based survey to gather perspectives on shared leadership and performance and analysed responses through structural equation modelling. We find that there is a significant positive effect between the two and that virtuality plays a significant moderating role for virtual team performance. In addition, we find that when virtuality increases, the mediating effect of trust and commitment is not significant, which challenges previous findings
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