112 resultados para Gemstone Team AWE


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Purpose – The purpose of this editorial is to introduce the special issue on the relationship of performance management to sports teams.

Design/methodology/approach – The paper explains the importance of performance management to sports teams and justifies the need for the special issue.

Findings – The paper finds that there are a variety of different types of teams that operate in the sports context, including professional league teams, college teams, teams at the workplace, volunteer teams and coaching teams.

Originality/value – This editorial provides an overview of this special issue, which comprises eight original papers that are best practice examples of the latest developments in the research on teams in the sports context. Each of these articles is briefly discussed in terms of its contribution to the literature.

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Increasingly employers use virtual teams to leverage business knowledge that can solve day to day business problems and create new business opportunities. Consequently, according to Bridgstock, graduates increasingly require virtual teamwork skills such as communication, negotiation and collaboration. The project presented here has researched and trialled the role of a well-designed interactive scenario in developing graduate attributes related to working with others, using virtual business entities across four faculties. One innovative outcome from this has been the scoping and linking of cross-faculty virtual developments into an overarching structure which is easily navigable and engaging for the net generation learner, and capacity building for the university. For clarity, that scaffolding or framework ‘city’ has been called Virtualopolis. This has the potential to link pockets of innovation across the university in the area of experiential learning and virtual work-integrated learning (WIL), the term expolred by Walsh within the context of Briggs' constructive alignment. The prototype workteam scenario has multiple applications, with capacity to be a hurdle requirement, assessment item or training activity depending on the needs of the faculty’s WIL. By developing the online framework or model Virtualopolis, work-integrated teams assessment can be linked across different business entities, and used as skills preparation for experiential learning units such as internships, professional experience and workplace-based projects university-wide. This model has exciting possibilities of transferability across the higher education sector in the linkage of innovative virtual scenarios to reduce developmental costs, assessment tools/resources targeted specifically to graduate attributes, and virtual teamwork capacity building.

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This paper considers the relationship between architecture and construction management students’ overall academic abilities (as measured by Weighted Average Marks [WAMs]), their peer ratings for contributions to team design assignments (as measured by an online Self-and-Peer-Assessment [SAPA] tool), and their specific abilities as building designers (as measured by grades in individual design assignments). The research was conducted to determine whether a student’s prior academic achievements might indicate how well they will work in teams. The research demonstrates a statistically significant relationship between WAMs and SAPA ratings indicating that academically successful students more often than not make good teammates. However, the study also highlights that when peers are assessing contributions to teamwork they are assessing skills and qualities in their teammates other than overall academic ability or the ability to design well. Whilst this study is largely located within the field of design, the findings are relevant to any group work where teachers aim to design assessment that unravels group and individual contribution.

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Clinical supervision provides a strategy to mitigate nurses’ workplace stress and enhance retention, but the literature provides little guidance about its implementation beyond mental health nursing. This study explored the feasibility of implementing and evaluating ward-based team clinical supervision for general nurses on two separate wards at one public and one private hospital. Nurses completed the Work Environment Questionnaire pre- (n = 36) and post intervention (n = 27), and focus groups (n = 20) explored their perceptions of supervision. Staff were unfamiliar with clinical supervision, so information sessions were required. The questionnaire may not have been suitable to evaluate this type of intervention. Focus group findings revealed that team supervision improved communication, enhanced working relationships, and empowered nurses to challenge existing practices, which had a positive impact on their perceived stress. This study provides insights to guide implementation and evaluation of clinical supervision in acute settings.

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Objective: To investigate the role of medical emergency teams in end-of-life care planning.

Design: One month prospective audit of medical emergency team calls.

Setting: Seven university-affiliated hospitals in Australia, Canada, and Sweden.

Patients: Five hundred eighteen patients who received a medical emergency team call over 1 month.

Interventions: None.

Measurements and Main Results: There were 652 medical emergency team calls in 518 patients, with multiple calls in 99 (19.1%) patients. There were 161 (31.1%) patients with limitations of medical therapy during the study period. The limitation of medical therapy was instituted in 105 (20.3%) and 56 (10.8%) patients before and after the medical emergency team call, respectively. In 78 patients who died with a limitation of medical therapy in place, the last medical emergency team review was on the day of death in 29.5% of patients, and within 2 days in another 28.2%. Compared with patients who did not have a limitation of medical therapy, those with a limitation of medical therapy were older (80 vs. 66 yrs; p < .001), less likely to be male (44.1% vs. 55.7%; p .014), more likely to be medical admissions (70.8% vs. 51.3%; p < .001), and less likely to be admitted from home (74.5% vs. 92.2%, p < .001). In addition, those with a limitation of medical therapy were less likely to be discharged home (22.4% vs. 63.6%; p < .001) and more likely to die in hospital (48.4% vs. 12.3%; p < .001). There was a trend for increased likelihood of calls associated with limitations of medical therapy to occur out of hours (51.0% vs. 43.8%, p .089).

Conclusions: Issues around end-of-life care and limitations of medical therapy arose in approximately one-third of calls, suggesting a mismatch between patient needs for end-of-life care and resources at participating hospitals. These calls frequently occur in elderly medical patients and out of hours. Many such patients do not return home, and half die in hospital. There is a need for improved advanced care planning in our hospitals, and to confirm our findings in other organizations.

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An iconic staple of the First-Person Shooter genre, Team Fortress 2 , is popular for its chaotic action, distinguished by its painterly aesthetics, and made unique by the introduction of hats as rewards for its players. This study investigates the intersection of virtual millinery items, player achievements, user generated content and the implications for online gamer personas as they are connected to the digital distribution platform, Steam. The article examines the iterations of affect involved in the design and play of a game no longer imagined by its publisher, the Valve Corporation, as a distinct commodity but rather a commercial community service.

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This paper discusses the effects of team structure on the performance of design teams. Three types of team structures are differentiated on the basis of the functional and social groups that result from task dependencies and interaction opportunities. The reported findings are based upon results from simulation-based studies using a computational model. Differences across the team structures are investigated through a series of simulations in which the team membership and the workload busyness of the team members are independent variables, and the team performance and formation of team mental models are the dependent variables. Team performance is measured in terms of the ability of the team members to coordinate the set of tasks the team needs to perform. Findings suggest that, in general, flat teams facilitate formation of team mental models, while functional teams are best for efficient task coordination.

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Virtual and physical prototypes play a significant role in the design of artifacts. This is particularly true in cross-functional team collaboration, where diverse disciplines come together to contribute to the concept, design and development of an artifact. While the role of prototyping in design and cross-functional collaboration has been widely studied independently, little is known of the role that physical prototypes play during cross-functional team collaboration. This paper reports on a study of virtual and physical prototyping strategies used by a cross-functional team comprising engineers and designers working on a concept car project. The paper provides a background of the collaborative design process and details the role of physical prototyping methods during the design of the concept car.

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Amazing Loop is a loop ready file featuring synths and drums and in the style of ambient music.

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This paper concerns social learning modes and their effects on team performance. Social learning, such as by observing others' actions and their outcomes, allows members of a team to learn what other members know. Knowing what other members know can reduce task communication and co-ordination overhead, which helps the team to perform faster since members can devote their attention to their tasks. This paper describes agent-based simulation studies using a computational model that implements different social learning modes as parameters that can be controlled in the simulations. The results show that social learning from both direct and indirect observations positively contributes to learning about what others know, but the value of social learning is sensitive to prior familiarity such that minimum thresholds of team familiarity are needed to realise the benefits of social learning. This threshold increases with task complexity. These findings clarify the level of influence that sociality has on social learning and sets up a formal framework by which to conduct studies on how social context influences learning and group performance.