27 resultados para Team motivation


Relevância:

20.00% 20.00%

Publicador:

Resumo:

The purpose of this thesis is to analyze the effects of tangible and intangible incentives on the dimensions of motivation and organizational innovativeness in the context of different organizational cultures. Theory suggests that an antecedent of innovativeness is individual creativity of employees, which is influenced by intrinsic motivation, flexible organizational structures, and transformational leadership. Empirical evidence for this research is derived from 424 respondents representing technology-driven industries in Finland. Data is collected through an online questionnaire and analyzed using SPSS statistics software. The results imply that intangible incentives and intrinsic motivation have an important role in determining organizational innovativeness. The positive relationships of intangible incentives, intrinsic motivation and innovativeness seem to be higher in flexible organizational cultures. As practical implications, managers should foster flexible organizational cultures that highlight employee empowerment. The motivating power of non-financial intrinsic incentives and recognition of good work should not be undermined when compared to tangible monetary rewards.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Agile methods have become increasingly popular in the field of software engineering. While agile methods are now generally considered applicable to software projects of many different kinds, they have not been widely adopted in embedded systems development. This is partly due to the natural constraints that are present in embedded systems development (e.g. hardware–software interdependencies) that challenge the utilization of agile values, principles and practices. The research in agile embedded systems development has been very limited, and this thesis tackles an even less researched theme related to it: the suitability of different project management tools in agile embedded systems development. The thesis covers the basic aspects of many different agile tool types from physical tools, such as task boards and cards, to web-based agile tools that offer all-round solutions for application lifecycle management. In addition to these two extremities, there is also a wide range of lighter agile tools that focus on the core agile practices, such as backlog management. Also other non-agile tools, such as bug trackers, can be used to support agile development, for instance, with plug-ins. To investigate the special tool requirements in agile embedded development, the author observed tool related issues and solutions in a case study involving three different companies operating in the field of embedded systems development. All three companies had a distinct situation in the beginning of the case and thus the tool solutions varied from a backlog spreadsheet built from scratch to plug-in development for an already existing agile software tool. Detailed reports are presented of all three tool cases. Based on the knowledge gathered from agile tools and the case study experiences, it is concluded that there are tool related issues in the pilot phase, such as backlog management and user motivation. These can be overcome in various ways epending on the type of a team in question. Finally, five principles are formed to give guidelines for tool selection and usage in agile embedded systems development.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

A major challenge faced by companies today is the engagement gap at the workplace and how to motivate employees to engage in less intrinsically motivating work activities that are valuable for the organization. The objective of this study is to investigate gamification as a means for employee motivation and personal engagement that result in behavioral outcomes from the gamification developers’ perspective. Theories of work motivation and engagement are viewed in relation to gamification. The empirical part conducts a qualitative multiple-case study. The data is analyzed with the CAQDAS NVivo. The empirical findings suggest that gamification can enhance employee motivation, but careful consideration of extrinsic motivators is necessary to avoid their detrimental effect on intrinsic motivation. Employee self-determination is built through internalization of gamified system’s goals reaching autonomous motivation to engage in the target behavior. Employee engagement is built by fulfilling the psychological conditions of meaningfulness, safety and availability. The results suggest that gamification can build employee motivation and engagement leading to behavior change if designed with the business objectives in mind. Moreover, the gamified system needs to be renewed to address the changes in the business environment and reflect them in the employee behavior.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Onnistuneesti suoritettu suorituskyvyn mittaaminen ja johtaminen tuovat kirjallisuuden mukaan organisaatiolle monia hyötyjä. Ohjelmistotyön suorituskyky vaikuttaa ohjelmistoyritysten kannattavuuteen ja ohjelmointiprojektien tuloksellisuuteen. Ohjelmistotyön suorituskyvyn parantamisessa on suurelta osin keskitytty prosessien parantamiseen. Ohjelmistotyön suorituskyvyn taustalla on kuitenkin paljon muitakin tekijöitä kuin prosessi-indikaattorit. Sitoutuneisuus ja motivoituneisuus nähdään yhä tärkeämpinä tekijöinä ohjelmistotyön suorituskyvyn taustalla, joten suorituskyvyn johtamisen tulee huomioida nykyistä paremmin myös henkilöstön näkökulma. Tämän tutkimuksen tavoitteena oli tutkia suorituskyvyn johtamisen viitekehysten, ohjelmistotyön suorituskyvyn taustatekijöiden, motivaation merkityksen ja johtamistyylien analysoinnin avulla, millainen suorituskyvyn mittaus- ja johtamisjärjestelmä (PMS) tukisi ohjelmistotyön suorituskyvyn johtamista huomioiden henkilöstön näkökulman. Tutkimuksessa analysoitiin aiempia aihepiiriä koskevia tutkimuksia ja lisäksi haastateltiin alan yritysasiantuntijoita. Tutkimuksen tuloksena esitettiin tärkeimmät ohjelmistotyön suorituskyvyn taustatekijät, joiden tilan parantamista suorituskyvyn johtamisen tulee mahdollistaa. Näiden havaittiin olevan läheisessä suhteessa henkilöstön motivaatiotekijöihin, joiden sitouttavaa kehittymistä johtamisen tulee myös tukea. Tulokset kiteytettiin suosituksiin koskien johtamista ja mittaristomallia, joita voidaan hyödyntää ohjelmistotyön suorituskyvyn johtamisessa huomioiden henkilöstön näkökulma. Mallissa on kuvattu mitattavat ja johdettavat tekijät yksilö- ja tiimitasolla, esimiestyössä sekä henkilöstövoimavarojen johtamisessa (HRM).

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Utbildningsnivån på arbetsmarknaden stiger konstant. I samband med att den kompetenta och kvalificerade arbetskraften växer har antalet studerande som väljer att avlägga dubbelexamen ökat. Syftet med avhandlingen är att ta reda på vad som motiverar universitetsstuderande att avlägga dubbelexamen. Med hjälp av följande forskningsfrågor undersöker och analyserar jag vad som motiverar studerande att avlägga dubbelexamen i såväl ekonomi som juridik: 1. Vad motiverar universitetsstuderande att avlägga två examina parallellt? 2. Har studerande som avlägger dubbelexamen ett starkt behov av att prestera? 3. Hur lyckas studerande upprätthålla motivationen till sina studier? 4. Vilka faktorer påverkar studiemotivationen bland studerande som avlägger dubbelexamen? Undersökningens forskningsansats bygger på ett hermeneutiskt förhållningssätt. Datainsamlingen skedde med hjälp av kvalitativa forskningsintervjuer. Undersökningen begränsades till att omfatta fyra personer som representerar olika kön och som befinner sig i olika skeden av sina studier. Resultaten från denna undersökning indikerar att det oftast är väldigt motiverade och målmedvetna studerande som avlägger dubbelexamen. Vidare antyder resultaten att det är viktigt att få avkastning på sin utbildningsinvestering men att det för olika individer betyder olika saker. Fler karriärmöjligheter, förväntningar om attraktiva arbetsuppgifter och säkrare anställning efter utexaminering omfattade de centralaste orsakerna till valet att avlägga dubbelexamen. Att emellertid dra klara slutsatser om motivation till att avlägga dubbelexamen kan generellt vara svårt, eftersom olika faktorer påverkar olika individer.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Speed, uncertainty and complexity are increasing in the business world all the time. When knowledge and skills become quickly irrelevant, new challenges are set for information technology (IT) education. Meta-learning skills – learning how to learn rapidly - and innovation skills have become more essential than single technologies or other specific issues. The drastic changes in the information and communications technology (ICT) sector have caused a need to reconsider how IT Bachelor education in Universities of Applied Sciences should be organized and employed to cope with the change. The objective of the study was to evaluate how a new approach to IT Bachelor education, the ICT entrepreneurship study path (ICT-ESP) fits IT Bachelor education in a Finnish University of Applied Sciences. This kind of educational arrangement has not been employed elsewhere in the context of IT Bachelor education. The study presents the results of a four-year period during which IT Bachelor education was renewed in a Finnish University of Applied Sciences. The learning environment was organized into an ICT-ESP based on Nonaka’s knowledge theory and Kolb’s experiental learning. The IT students who studied in the ICT-ESP established a cooperative and learned ICT by running their cooperative at the University of Applied Sciences. The students (called team entrepreneurs) studied by reading theory in books and other sources of explicit information, doing projects for their customers, and reflecting in training sessions on what was learnt by doing and by studying the literature. Action research was used as the research strategy in this study. Empirical data was collected via theme-based interviews, direct observation, and participative observation. Grounded theory method was utilized in the data analysis and the theoretical sampling was used to guide the data collection. The context of the University of Applied Sciences provided a good basis for fostering team entrepreneurship. However, the results showed that the employment of the ICT-ESP did not fit into the IT Bachelor education well enough. The ICT-ESP was cognitively too tough for the team entrepreneurs because they had two different set of rules to follow in their studies. The conventional courses engaged lot of energy which should have been spent for professional development in the ICT-ESP. The amount of competencies needed in the ICT-ESP for professional development was greater than those needed for any other ways of studying. The team entrepreneurs needed to develop skills in ICT, leadership and self-leadership, team development and entrepreneurship skills. The entrepreneurship skills included skills on marketing and sales, brand development, productization, and business administration. Considering the three-year time the team entrepreneurs spent in the ICT-ESP, the challenges were remarkable. Changes to the organization of IT Bachelor education are also suggested in the study. At first, it should be admitted that the ICT-ESP produces IT Bachelors with a different set of competencies compared to the conventional way of educating IT Bachelors. Secondly, the number of courses on general topics in mathematics, physics, and languages for team entrepreneurs studying in the ICTESP should be reconsidered and the conventional course-based teaching of the topics should be reorganized to support the team coaching process of the team entrepreneurs with their practiceoriented projects. Third, the upcoming team entrepreneurs should be equipped with relevant information about the ICT-ESP and what it would require in practice to study as a team entrepreneur. Finally, the upcoming team entrepreneurs should be carefully selected before they start in the ICT-ESP to have a possibility to eliminate solo players and those who have a too romantic view of being a team entrepreneur. The results gained in the study provided answers to the original research questions and the objectives of the study were met. Even though the IT degree programme was terminated during the research process, the amount of qualitative data gathered made it possible to justify the interpretations done.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This study aims to extend prior knowledge on the learning and developmental outcomes of the experiential learning cycle of David Kolb by the analysis of its practical realization at Team Academy. The study is based on the constructivist approach to learning and considers, among others, the concepts of autonomy support, Nonaka and Takeuchi's knowledge creation model, Luft and Ingham's Johari Window and Deci and Ryan's Self-determination theory. For the investigation deep interviews were carried out with the participants of Team Academy, both learners and coaches. Taking the interview results and the above described theories into consideration this study concludes that experiential learning results not only in effective learning, but also in a remarkable soft skill acquisition, self-development and increase in motivation with an internal locus of causality. Real-life projects permit the learners to experience real challenges. By the practical activities and teamwork they also get the possibility to find out their personal strengths, weaknesses and unique capacities.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The objective of this study is to understand why virtual knowledge workers conduct autonomous tasks and interdependent problem solving tasks on virtual platforms. The study is qualitative case study including three case organizations that tap the knowledge of expert networks, and utilize virtual platforms in the work processes. Research data includes 15 interviews, that is, five experts from each case company. According to the findings there are some specific characteristics in motivation to work on tasks on online platforms. Autonomy, self-improvement, meaningful tasks, knowledge sharing, time management, variety of contacts, and variety of tasks, and projects motivate virtual knowledge workers. Factors that may enhance individuals’ engagement to work on tasks are trust, security of continuous task flow and income, feedback, meaningful tasks and tasks that contribute to self-improvement, flexibility and effectiveness in time management, and virtual tools that support social interaction. The results also indicate that there are some differences in individuals’ motivation based on the tasks’ nature. That is, knowledge sharing and variety of contacts motivated experts who worked on interdependent problem solving tasks. Then again, autonomy and variety of tasks motivated experts who worked on autonomous tasks.