34 Matching Annotations
  1. Jul 2022
    1. Students were randomly selected to study how leadership styles affect on academic performance. (The population of the participating schools ranges between 57 and 68 students. 48 students from each of the ten schools were selected to make up the sample for the study. This selection was done by writing "yes" on 48 pieces of paper and "no" on the rest. The papers were shuffled then picked by the students, and those who received a "Yes" on their paper were involved in the research.)

      Seems like a good way to randomize the research population.

    2. Of the multiple theories, I feel like my style applies mostly to the following: "The situational theory stipulates that leaders are the product of given situations. Thus, leadership is strongly affected by the situation from which the leader emerges and in which he/she operates." (Adeyemi, 2010)

    3. The following quote is talking specifically about teachers, but I think all people can relate: "It is generally known that teachers learn to adopt positive or negative attitudes toward their work in accordance with whether they perceive the leadership behavior of the principal as supportive or harmful to their sense of personal worth and expectation.

    4. "A leader is an individual who excercises positive acts on others." Agenta (2005) cited in Uwaifo (2012)

      Yes, I cannot agree more. I've slowly won some respect in my workplace by helping out by getting my hands dirty more than by telling an employee how to get their hands dirty. Action and exercising energy/authority/knowledge/etc. to have a positive affect on others is crucial to be a leader.

    5. "A leader is one who is looked up to, whose personal judgement is trusted, and who can inspire and warm the heart of those he/she heads or leads, gaining their trust and confidence and explaining what is needed in a language which can be understood." Agenta (2005) cited in Uwaifo (2012)

      As I'm reading this I'm thinking about my own interaction with everyone in my place of employment. I'm a scheduling manager at a fairly small manufacturing company. We make office products and I'm over 50+ people. Am I someone who is looked up to? I hope so, and try to be. Can my personal judgement be trusted? Can in inspire and warm the heart of those I head or lead? Am I able to gain their trust? Gain their confidence? Am I capable to explain what is needed in a language which can be understood. I try to speak Spanish every day, but realize I need to make it a point to learn more technical Spanish. "Can we change the flow of these pallets in a different direction to allow a "First In, First Out" route?" These are the hard types of things to translate, and fulfill understanding in all parties. (*noted "to do" next week)

      Really good questions to ask yourself, whether you own your own business, are just starting in the work place, or anywhere in between.

    1. “Gamification” is a concept which aims to increase user experience andengagement with a system

      I thought it may be worthwhile to look at this from a different angle than just trying to get workers to increase production numbers. If a gamified process increases the quality of work experience or engagement, it may allow the worker to WANT to increase numbers/quality/etc.

    1. The whole research is a conceptual breakthrough in the application of gamification to equipment manufacturing work, which, in turn, helps to provide a more human and enjoyable work experience for CNC machine operators.

      Very cool, and gives me hope to be able to improve conditions for my employees.

    2. Like all games, the engagement, novelty, and fun that gamificaiton brings will wax and wane, so its beneficial effects may last from days to months.

      Great point. This would be another reason to "update" the game from time to time with new content.

    3. in developed countries, including Germany and Japan, where manufacturing factories have undergone a revolutionary transformation of robotization, the implementation of SGJD would be practically ineffective.

      I am all for replacing monotonous repetitive tasks with robots, BUT in the meantime why not give manufacturing employees a better work life?

    4. A broader adoption of this gamified app can lead to the objective collection of more work performance information and more management transparency, which in turn can yield more effective performance evaluation and higher employee confidence in management.

      I hadn't thought of this as a way to improve employee confidence in management, but this is so important that it's worth trying to always improve on!

    5. gamification has always been seen as too audacious because companies in this industry are less adaptable—both from employers’ and employees’ perspectives—than those in IT or the service sector.

      Great point. Machine operators may be using machines that are 30-40 years old, while in IT the computers were most likely built within the last 5 years.

    6. it is not easily applied to other industries, such as manufacturing because, the importance and usage of social media tools in the manufacturing industry vary greatly from that of the IT industry.

      True, and generally the employees may have many differences in IT versus in manufacturing.

    7. The framework consists of three phases: (i) the preparation phase (target gamified jobs, core job dimensions, typical tasks, and typical task objectives), (ii) the gamification phase (gamification, gamified job design strategies, and implementation), and (iii) the evaluation phase.

      This will be important to implement and track.

    8. The use of the assistants may cause concern about the Hawthorne effect, that is, the subjects tending to perform better when they are aware of being in an experiment.

      I have seen this a lot, as when we do time studies then production improves. As soon as no one is measuring, then production seems to stagnate or revert to a slower state.

    9. Competition is a necessary game mechanic that greatly promotes user engagement, creating positive peer pressure and leading to a situation in which everyone strives to surpass others (Suh et al., 2017).

      Any competition has to be "healthy" and I've thought about that the prize cannot be too big otherwise people could manipulate the rules to win.

    10. Choosing the appropriate game elements, game mechanics, and dynamics to formulate effective gamified job design strategies is at the core of setting up a well-designed gamified system.

      This thought runs through my head a lot. Would the "best" gamification turn each workers tasks into something that would relate well in a fantasy type world? Or how about a futuristic world? Perhaps it could change every year to ensure everyone is satisfied.

    11. 60 CNC machine operators for our experiment, 20 from the Plant A and 40 from Plant B.

      This is a larger sample size than I would be able to attain at my workplace, so I will say it's a sample size worthy of study.

    12. most jobs could be broken down into five core job dimensions: (i) skill variety, (ii) task identity, (iii) task significance, (iv) autonomy, and (v) feedback.

      This is interesting, and something one could rate each position/job in manufacturing.

    13. Without employees’ sense of individual agency, games in the workplace may greatly lose their capability to increase engagement and productivity.

      So true. The game has to be good enough that people WANT to play it, and see not playing as not utilizing everything their employer is offering.

    14. To gamify efficiently, designers need to select appropriate game elements and mechanics to match the identified objects or tasks and then evaluate effectiveness by analyzing indicators such as satisfaction, quality, and fun (Aparicio, Vela, Sánchez, & Montes, 2012).

      This goes back to ensuring that whatever "game" is implement, it appeals to the masses and not just one type of worker/player.

    15. To maintain the efficiency of the gamified workplace, “playing” should be about a free choice between participation and opt-out (O'Donnell, 2014). Therefore, workers’ active cooperation with gamified work processes, termed as consent, should be included as a crucial factor in a well-designed gamified system (Mollick & Rothbard, 2014).

      Very interesting, and good to keep in mind as I work to implement an incentive plan at my job.

    16. it can put employees in a “flow” mood, namely, a high level of immersion and concentration with which they are able to maintain strong motivation together with optimal task performance (Csikszentmihalyi, 1990).

      Csikszentmihalyi is a genius, and his "flow" is so important. He also describes a "finger tip" feel, where once you get so good at your task that you no longer have to think about it. You can just tell when its running good, or when there is an issue that needs to be resolved.

    17. First, gamification generates intrinsic motivation through challenge, curiosity, competition, and some other motivators that are dominant traits embedded in human nature (Kamel, Watfa, Lobo, & Sobh, 2017).

      Yes! From many years of reading Game Design textbooks, most "players" are motivated by one of several main objectives in games. Exploring, Conquering/Mastery, Socializing, and ... I'm drawing a blank but a "good" game will appeal to all types of players.

    18. “Made in China 2025″

      This is a little bit scary, as reliance on China-made products seems to make sourcing challenging when many products/raw materials are no longer produced in North America. We become bound to shipping costs, which many increased up to 10X in the past two years. With no alternative, manufacturers and consumers are forced to pay if they want the goods.

    19. the attempt of gamification in traditional industries such as manufacturing, has been scarcer than that in innovative industries such as IT and the service sector.

      This makes sense, as IT and the service sector rely heavily on user interfaces that would make transitioning to a "gamified" version simpler. Many operators in manufacturing are not required to use a computer/tablet throughout their day.

    20. Furthermore, our experiment showed that consent to SGJD was positively correlated to the improvement in job motivation. However, no significant correlation was observed between consent to SGJD and an improvement in job satisfaction or operational performance.

      Very interesting that job motivation increased, but job satisfaction and performance showed no positive correlation. (No negative either!)

    21. We then hypothesized that smartphone-based gamified job design (SGJD) would enhance participants’ three key indicators, namely, (i) job motivation, (ii) job satisfaction, and (iii) operational performance.

      For my proposal, I am weighing the pros and cons of trying to turn the proposal into an app or software. Due to wanting to actually do this at work, most likely initially it will not require an app.

  2. Jun 2022
    1. On top of that, another 89% clearly states that gamification makes them productive at work; a number which, compared to 2018, is higher by only 2%. But, compared to 2014, it’s higher by 10%.

      This is incredible and exciting, as for a fairly low cost of entry (Maybe $1000 worth of gift cards to start?) we could really see some increased output!

    2. TalentLMS turned to almost 900 employees and asked whether they had noticed any gamification elements in an app or software they use at work. 374 answered no and were disqualified.

      A fairly small sample size, but still significant enough to be valuable.

    3. 83% of those who receive gamified training feel motivated, while 61% of those who receive non-gamified training feel bored and unproductive (Yikes!).

      61% of respondents felt bored when training was not "gamified"! Wow!

    4. To figure out the most commonly accepted gamified elements, we asked employees to rank a list of them from most to least motivating. Rewards, for the second year in a row, came first.

      This was quite important, as this is the initial thought of improving production in manufacturing. People love the feeling of being rewarded for working harder!