Behavioural science in the workplace
Can behavioural science
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10 Things To Make Staff Meetings More Productive - 25 views
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"Drawing from almost 200 scientific studies on workplace meetings, a team of psychological scientists provides recommendations for making the most out of meetings before they start, as they're happening, and after they've concluded. Their report is published in Current Directions in Psychological Science, a journal of the Association for Psychological Science. Meetings are a near-ubiquitous aspect of today's professional workplace and there is abundant trade wisdom and written guidance about how meetings should be run. But, as researchers Joseph Mroz and Joseph Allen (University of Nebraska Omaha) and Dana Verhoeven and Marissa Shuffler (Clemson University) point out, very little of this guidance is informed by the available science."
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"Behavioural science in the workplace" from The Bottom Line by BBC on Apple Podcasts - 6 views
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Simon Sinek on Millennials in the Workplace - YouTube - 32 views
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Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views
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"bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
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According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
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A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
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It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
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combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
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By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
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They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
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from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
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the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
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as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
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a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
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brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
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virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
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the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
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Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
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Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
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the relationships that play-partners have with one another offline are often "leveled" within the online world
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appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
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"In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
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such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
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accessible directly from one's home, making them even more accommodating to individual schedules and preferences
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"What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
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"It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
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As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
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Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
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In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
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Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
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Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
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The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
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Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
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create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
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Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
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Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
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This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
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On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
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shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
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Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
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One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
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While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
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Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
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It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
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It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
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In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
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However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
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Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
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Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
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Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
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In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
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Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
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it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
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The Top Seven Trends in Workplace Learning - 0 views
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Trainers and facilitators need to remember these numbers: 90, 20, 8, 6. 90 minutes is the ideal chunk of time for participants can learn and understand 20 minutes is how long participants can listen and retain information 8 minutes is the length of time you can talk for before before they stop listening. We are trained to focus for just eight minutes due to decades of TV watching, where ad breaks occur approximately every eight to ten minutes. 6 is the ideal number of times to present information to make sure a learner remembers the content.
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It’s essential that trainers and facilitators keep learning themselves, to acquire new tools that will help them keep ensuring the training sticks!
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the challenge for facilitators is to keep things changing so that learners’ RAS keep firing so they stay alert to the learning!
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The Top Seven Trends in Workplace Learning - 43 views
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Trainers and facilitators need to remember these numbers: 90, 20, 8, 6. 90 minutes is the ideal chunk of time for participants can learn and understand 20 minutes is how long participants can listen and retain information 8 minutes is the length of time you can talk for before before they stop listening. We are trained to focus for just eight minutes due to decades of TV watching, where ad breaks occur approximately every eight to ten minutes. 6 is the ideal number of times to present information to make sure a learner remembers the content.
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the challenge for facilitators is to keep things changing so that learners’ RAS keep firing so they stay alert to the learning
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It’s essential that trainers and facilitators keep learning themselves, to acquire new tools that will help them keep ensuring the training sticks!
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And if you’ve been ignoring social media, now’s the time to reconsider because it’s clearly here to stay.
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Blended learning is about mixing up face-to-face learning with webinars, blogging, emails, forums, video, online learning and social media.
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trainers must move away from doing things in the same old way, must reach out to learners in new ways, personalise their learning campaigns, and help people connect to each other around issues they care about!
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From planning phase to project end, things have to change – become familiar with new styles of presenting using multimedia, and carefully choose visuals to tell your story!
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70% of learning happens on the job 20% of learning happens through coaching and mentoring 10% of learning happens in training room and formal learning
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Future Workplace and Kaplan University to Host 2011 Social Learning Boot Camp - 2 views
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NEW YORK, Sep 23, 2011 (BUSINESS WIRE) -- Future Workplace and Kaplan University, a leader in higher education innovation, are teaming up to present the 2011 Social Learning Boot Camp, an exclusive two-day event designed to provide talent development executives with the tools to design and launch social learning platforms. The boot camp is scheduled for Sept.
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Learning in the Social Workplace | By Jane Hart - 11 views
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New era of Workplace Learning | Centre for Learning & Performance Technologies - 0 views
c4lpt.co.uk/...new-era
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shared by Tonya Thomas on 25 Sep 12
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1 – Encourage and support individuals’ and teams’ self-sufficiency to address their own learning and performance problems.
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3 – Provide performance consulting services, where individuals and teams need help in addressing their own learning and performance problems
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It is clear that formal training is not going disappear overnight, but it is also becoming apparent that we are at the beginning of a fundamental shift in the way that both learning and working is happening in organisations. This should not be seen as a threat to the L&D profession, but as an opportunity to evolve the profession to take on the new challenges it offers. The first step on the path will be to become immersed in the new social media tools that are underpinning this change. Social Learning is not something you just talk or read about; it’s something you do!
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National Center for Education Statistics, The Nation's Report Card: Writing 2011 - 2 views
nces.ed.gov/...2012470.pdf
NAEP National Center for Education Statistics writing writing assessment transition computer-based assessment CBI college and career readiness
shared by Randolph Hollingsworth on 21 Sep 12
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Asa Spencer of the Thomas B. Fordham Institute writes in the Education Gadfly Weekly: "Traditionalists cringe, tech buffs rejoice: This latest NAEP writing assessment for grades eight and twelve marks the first computer-based appraisal (by the "nation's report card") of student proficiency in this subject. It evaluates students' writing skills (what NAEP calls both academic and workplace writing) based on three criteria: idea development, organization, and language facility and conventions. Results were predictably bad: Just twenty-four percent of eighth graders and 27 percent of twelfth graders scored proficient or above. Boys performed particularly poorly; half as many eighth-grade males reached proficiency as their female counterparts. The use of computers adds a level of complexity to these analyses: The software allows those being tested to use a thesaurus (which 29 percent of eighth graders exploited), text-to-speech software (71 percent of eighth graders used), spell check (three-quarters of twelfth graders), and kindred functions. It is unclear whether use of these crutches affected a student's "language facility" scores, though it sure seems likely. While this new mechanism for assessing kids' writing prowess makes it impossible to track trend data, one can make (disheartening) comparisons across subjects. About a third of eighth graders hit the NAEP proficiency benchmark in the latest science, math, and reading assessments, compared to a quarter for writing. So where to go from here? The report also notes that twelfth-grade students who write four to five pages a week score ten points higher than those who write just one page a week. Encouraging students to put pen to paper (or fingers to keyboard) is a start."
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Sheryl Sandberg: Why we have too few women leaders | Video on TED.com - 25 views
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Directory of Learning & Performance Tools « Centre for Learning & Performance... - 45 views
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shared by Tony Bollino on 04 Feb 13
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Tools for creating, delivering, managing and/or tracking learning and/or providing a formal social learning environment.
Social Learning examples in the Workplace « Centre for Learning & Performance... - 11 views
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The eLearning Guild : Informal Learning Report 2012 - 0 views
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"Are you spending the bulk of your employee training resources building courses? If so, it's time to rethink your strategy. In this new Perspectives report from Guild Research, author Patti Shank examines informal workplace learning. How can you support it? How can you measure it? One thing's for sure: Your company needs it. "
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A Critique of Technocentrism in Thinking About the School of the Future - 33 views
www.papert.org/...ACritiqueofTechnocentrism.html
Papert education technology technocentrism future trend
shared by Roland Gesthuizen on 23 Jun 13
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"So we are entering this computer future; but what will it be like? What sort of a world will it be? There is no shortage of experts, futurists, and prophets who are ready to tell us, but they don't agree. The Utopians promise us a new millennium, a wonderful world in which the computer will solve all our problems. The computer critics warn us of the dehumanizing effect of too much exposure to machinery, and of disruption of employment in the workplace and the economy. Who is right? Well, both are wrong -- because they are asking the wrong question"
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Workplace Learning Today by Brandon Hall Research - Served Fresh Daily - 15 views
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I wonder what the demographic for this data is? I looked all over, and even downloaded the pdf report from Experian Simmons, but I couldn't find any data on the population surveyed. I find the data in this report in conflict with data from Pearson survey (http://www.slideshare.net/PearsonLearningSolutions/pearson-socialmediasurvey2010) that surveyed just higher education. I am guessing Experian is surveying a much larger population, and as such, is giving us skewed information? I wonder if we will ever know?
Multi-Generational Learning in the Workplace | Janet Clarey - 0 views
brandon-hall.com/janetclarey
Muti-Generational Generation Gen Learning Workplace School University College
shared by Bill Graziadei, Ph.D. (aka Dr. G) on 28 Feb 09
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