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EN
Purpose: There are several factors that affect the satisfaction and performance of virtual and face-to-face teams. Literature shows however, that there is a research gap as to the influence regarding the analysis of those factors in regards to different generations. The purpose of the paper is the youngest generation – Gen Z functions in virtual and face-to-face teams and how the type of team influences the performance and satisfaction of team members. Design/methodology/approach: Adopting a generational approach, a research design, including an experiment and a survey, was developed in order to analyze if the type of teamwork affects performance and satisfaction of Generation Z representatives. Findings: Findings suggest that the youngest, tech-savvy generation functions easier and more naturally in virtual teams, showing no significant differences in performance in virtual and face 16 to-face teams, and even indicate that working in virtual teams is more satisfying than working in traditional teams. Practical implications: The results of the research can provide a basis for managerial decisions when selecting members of real and virtual teams. Originality/value: The paper contributes to the ongoing scientific debate by presenting the perspective of Generation Z on virtual work, which, to a certain extent, contradicts current beliefs about performance and satisfaction in traditional and virtual teams. It shows that the generational approach should be included in team design in order improve team and organizational competitiveness.
EN
Purpose: Working in virtual teams and realizing projects through ICT tools has become the usual way of collaboration, especially across knowledge workers. Therefore this paper has two research objectives. The first objective is to verify to what extent the virtuality level is correlated with knowledge sharing behaviors. The second objective is to verify to what extent methods of management projects are correlated with knowledge sharing behaviors in virtual teams. Methodology: To achieve research objectives empirical research was conducted. Based on the previous research, the online survey was designed. The survey was filled out by 336 members of virtual teams. They worked using ICT tools and realize technology projects in the IT industry. Collected data were analyzed by IBM SPSS Imago Pro to test hypotheses. Findings: The correlation between the level of virtuality and knowledge sharing behaviors did not confirm. The hypothesis that methods of project management are correlated with knowledge sharing behaviors in virtual teams was partly supported. Research limitations: Research was conducted in technology teams in the IT industry. Virtual team members only from European companies have taken part in the research. Practical implications: Results can be useful to manage virtual teams not according to overall beliefs but scientific evidence. Based on the results it is possible to identify which variables for knowledge sharing behaviors in virtual teams are significant and which are not. Originality/value: Only a few studies have explored knowledge sharing in a virtual context. This paper supports scientific evidence of the level of virtuality and methods of managing projects concerning knowledge sharing behaviors as not discovered in earlier research.
3
Content available Comparative study of traditional and virtual teams
EN
The paper presents two kinds of cooperating teams: traditional and virtual, and proposes a new measure of the team virtuality level. Some representative teamwork characteristics, such as team member competencies, team diversity, leadership, and team decision-making are analyzed and compared depending on the degree of virtuality. Moreover, the team climate as one of the team performance measures is also analyzed and compared in virtual and traditional teamwork conditions. The considerations show that the virtuality level is crucial for virtual and face-to-face team comparison, virtual and hybrid team analysis and answering the question how to improve online collaboration processes and performance.
4
Content available Budowanie zespołu wirtualnego : zasady i wyzwania
PL
Artykuł powstał w ramach projektu: Centrum Doskonałości Naukowej Infrastruktury Wytwarzania Aplikacji CD NIWA, realizowanego na Politechnice Gdańskiej w ramach Programu Operacyjnego Innowacyjna Gospodarka (nr POIG.02.03.00-22-059/13). Dotyczy tworzenia i współpracy w zespole wirtualnym, który jest zaangażowany w realizację konkretnego celu, najczęściej projektu, wymagającego współdziałania osób rozproszonych geograficznie i/lub organizacyjnie, komunikujących się głównie za pomocą technologii IT. Zaprezentowano charakterystykę wirtualnej współpracy z uwzględnieniem zalet i zagrożeń wynikających z ograniczenia komunikacji bezpośredniej. Na podstawie modelu procesu pracy zespołowej przeanalizowano zasady istotne dla każdego z jej etapów: określania celu, doboru osób, ustalania reguł grupowych, generowania pomysłów i podejmowania decyzji. Zaproponowano rekomendacje dla osób podejmujących się budowania zespołów wirtualnych, dotyczące każdej z wymienionych faz, które mogą służyć efektywności i innowacyjności pracy zespołu wirtualnego. Jako jedno z wyzwań wirtualnej przedstawiono również, na podstawie wyników badań własnych, postawy studentów wobec tej formy realizacji projektów.
EN
The article concerns the subject of virtual team building and virtual teamwork. On-line communication and members’ dispersion are the main characteristic of virtual teams and they influence each step of the process, causing many benefits but also a lot of threats. Author analysed the main rules important for effective virtual teamwork at each stage: the goal setting, members recruitment, group policy setting, generating solutions and decision making. The lists of recommendation for virtual team leaders and members are presented. The results of research are also shown and they suggest the potential members’ attitudes towards virtual teamwork are also the huge challenge in the process of virtual team building.
5
Content available remote Gamification in virtual collaboration
EN
Through past decades, globalization of many industries was pushing them into virtual collaboration. Recent advances in technology are enabling increased efficiency of such interaction. Virtual teams are able to share documents, discuss various issues and quickly exchange information in the blink of an eye. However, lack of physical contact among the team is still an issue disorganising work and slowing down the progress. 16 factors behind this states were presented recently. Ensuring control over all those risk factors may be overwhelming for a project manager, therefore author of this paper proposes a systematic solution for successful virtual collaboration. It is based on gamification, method of increasing engagement of stakeholders by introducing game elements into the process, which gained popularity recently. This paper proposes the model, based on real virtual project and presents the evaluation method which will be used to assess its efficiency.
EN
Teams are the basic unit of the C2NIWA community, which – using the technical capabilities of this environment – focuses on the implementation of various projects. This article presents one of the competitions carried out within the framework of a C2NIWA project called Uwaga! Upadek! [Attention! Fall!], used as an example of a collaborative project for which analyses related to the assessment of teamwork based on the input-process-result model were carried out. The aim of the article is to present the obtained results in terms of the teamwork climate and confidence within the team at the first stage of cooperation.
PL
W artykule zaprezentowano specyfikę funkcjonowania zespołów wirtualnych i niektóre przyczyny ich coraz bardziej powszechnego tworzenia i utrzymywania. Przedstawiono ich zalety i wady, a także narzędzia komunikowania się synchronicznego i asynchronicznego, które mogą być wykorzystywane przez członków takich zespołów (tj.: komunikatory, telekonferencje i wideokonferencje, "chat roomy", grupy dyskusyjne z moderatorem, pocztę elektroniczną - e-mail, newslettery, serwisy tematyczne, linki do baz wiedzy, wiki, bazy materiałów multimedialnych, blogi, dzienniki oraz kwestionariusze ankiety). Ponadto, wskazano problemy, które mogą być konsekwencją porozumiewania się "via Internet" (m.in.: natury technicznej, a także takie, które wiążą się z komunikowaniem pisemnym, wizualnym, werbalnym czy różnymi formami porozumiewania się niewerbalnego). W dalszej części artykułu zaproponowano potencjalne działania, które mogą poprawić skuteczność komunikowania się w zespołach wirtualnych.
EN
The article presents the specificity of virtual teams functioning and some of the causes of their becoming more widespread creation and maintenance. It also presents their advantages and disadvantages, as well as the tools of synchronously and asynchronously communication, which can be used by the members of such teams (i.e.: communicators, teleconferences and videoconferences, "chat rooms", moderated discussion groups, electronic mail - e-mail, newsletters, thematic services, links to knowledge bases, wikis, multimedia databases, blogs, diaries and questionnaires). Furthermore, the authors of the article identified some problems that may be a consequence of communication "via Internet" (such as technical, as well as those, that are connected with the written, visual, verbal communication or various forms of nonverbal communication). Later, they proposed the potential actions which can improve the effectiveness of communication in the virtual teams.
8
Content available remote Wpływ techniki na organizację pracy ludzkiej w przedsiębiorstwie
PL
Artykuł przedstawia cechy przedsiębiorstwa w procesie jego technicznego rozwoju. Ukazuje wpływ zmieniającej się techniki na organizacją pracy. Charakteryzuje skutki wdrażania zespołów wirtualnych.
EN
This article shows the enterprise's features against the background of technical development. Shows the influence of chaning the virtual teams.
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