541 research outputs found

    Leading from the engine room

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    © Springer International Publishing AG, part of Springer Nature 2018. This paper explores relationships and challenges facing teams creating simulation-based learning environments. Drawing on our experience of governance within Australian Indigenous cultures and specific work incidents as case studies, we explore tensions, triumphs and insights occurring during collaborative ventures intended to produce online learning activities. Our view is ‘from the engine room’ - at that point where technology and design expertise reframe creative ‘story boards’ into ‘interactive learning experiences’ requiring productive harnessing of diversity. Creation of scenario-based learning environments requires an understanding of specific content, along with the array of available learning pathways. Appreciating pitfalls likely to hinder the design process is vital. Scenarios use specific, and specialized artefacts and technologies to create interactive learning environments; computer-based technologies make the process even more complex, requiring highly specialized skills to contribute particular elements. More and more people are involved, and a greater number of specializations contribute to the final product. We draw on Human Computer Interaction practices to explore designer - developer interfaces and explore what may be involved in developing aware, conscious leadership of this emergent complexity. Words penned by Harrison (1967) aptly encapsulate our theme - “We were talking about the space between us all”

    A Qualitative Exploration of Factors Affecting Group Cohesion and Team Play in Multiplayer Online Battle Arenas (MOBAs)

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    Previous research examining the social psychology of video-gaming has tended to focus on Massively Multiplayer Online Role Playing Game (MMORPG) environments, such as World of Warcraft. Although many online group processes have been examined using this game, this genre does not enforce cooperative play and studies tend to be based on very large groups. Newer genres are being developed and played which have so far not been studied. The genre known as Multiplayer Online Battle Arenas (MOBAs) are attracting large numbers of players and success depends on effective team playing within smaller groups. The study reported here explores team play within MOBAs. Due to the lack of literature examining this genre, Corbin and Strauss’ (2008) Grounded Theory was used to analyse participants’ subjective experiences of playing MOBAs to create a conceptual model. A focus group pilot study informed the development of questions and then semi-structured interviews took place with twelve participants; 1 female and 11 male students aged between 18-21 years. Participants were required to have recent and frequent MOBA exposure, but with different preferences regarding roles and experience. Data was analysed using open, axial and selective coding and the resulting model depicts a scale, as optimal team performance was linked to a balance between factors. The core category “Communication” was heavily influenced by the relationship between teammates (friends or strangers). The balance of “Communication” affected the balance of the final three categories: “Team Composition”, “Psychological State” and “Level of Play”. The conceptual model is critically linked with traditional group processes, such as Belbin’s (1993) team roles, Tuckman’s (1965) model of group development and the perceptions and behaviour during the state of deindividuation (Taylor & MacDonald, 2002). The model has real-world application in both social and professional virtual environments, whilst contributing more broadly to research in Cyberpsychology and Social Psychology. Further research is suggested which will test predictions based on a predictive model

    What an Agile Leader Does: The Group Dynamics Perspective

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    When large industrial organizations change to (or start with) an agile approach to operations, managers and some employees are supposed to be “agile leaders” often without being given a clear definition of what that comprises when building agile teams. An inductive thematic analysis was used to investigate what 15 appointed leaders actually do and perceive as challenges regarding group dynamics working with an agile approach. Team maturity, Team design, and Culture and mindset were all categories of challenges related to group dynamics that the practitioners face and manage in their work-life that are not explicitly mentioned in the more process-focused agile transformation frameworks. The results suggest that leader mitigation of these three aspects of group dynamics is essential to the success of an agile transformation

    Understanding Work Practices of Autonomous Agile Teams: A Social-psychological Review

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    The purpose of this paper is to suggest additional aspects of social psychology that could help when making sense of autonomous agile teams. To make use of well-tested theories in social psychology and instead see how they replicated and differ in the autonomous agile team context would avoid reinventing the wheel. This was done, as an initial step, through looking at some very common agile practices and relate them to existing findings in social-psychological research. The two theories found that I argue could be more applied to the software engineering context are social identity theory and group socialization theory. The results show that literature provides social-psychological reasons for the popularity of some agile practices, but that scientific studies are needed to gather empirical evidence on these under-researched topics. Understanding deeper psychological theories could provide a better understanding of the psychological processes when building autonomous agile team, which could then lead to better predictability and intervention in relation to human factors

    Cultural distance, mindfulness and passive xenophobia: Using Integrated Threat Theory to explore home higher education students' perspectives on 'internationalisation at home'

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    This paper addresses the question of interaction between home and international students using qualitative data from 100 home students at two 'teaching intensive' universities in the southwest of England. Stephan and Stephan's Integrated Threat Theory is used to analyse the data, finding evidence for all four types of threat that they predict when outgroups interact. It is found that home students perceive threats to their academic success and group identity from the presence of international students on the campus and in the classroom. These are linked to anxieties around 'mindful' forms of interaction and a taboo around the discussion of difference, leading to a 'passive xenophobia' for the majority. The paper concludes that Integrated Threat Theory is a useful tool in critiquing the 'internationalisation at home' agenda, making suggestions for policies and practices that may alleviate perceived threats, thereby improving the quality and outcomes of intercultural interaction. © 2010 British Educational Research Association

    Faculty roles and role preferences in ten fields of professional study

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    Teaching faculty in ten entry-level professional fields reported varying amounts of time devoted to teaching, research, consulting, and professional practice but did not differ in time devoted to administration. The faculty member's own role view was most closely related to time use, but for time spent in teaching and research, faculty age and institutional type (but not gender) were also significant predictors. Even after several general demographic characteristics and environmental variables that potentially differentiate professional from discipline-based faculty are taken into account, different professional fields may be characterized by group climates which influence or reinforce certain faculty roles.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/43598/1/11162_2004_Article_BF00991875.pd
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