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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Competencies needed for virtual workers / by Theresa A. Botha

Botha, Theresa Adrian January 2005 (has links)
The changing world of work that we live in is characterised by forming part of globalisation and virtualness. The previous era managers focused on how to make money and how this money can work for them. The changing world of work is characterised by global competitiveness in delivering quality products quicker and cheaper. Globalisation presents continuous advancements in technology, which requires a new mindset. These technological advancements have a profound effect on culture, training and management of staff. This brings about change in flexible working arrangements and the traditional office made space within certain organisations for virtual offices. The move towards virtualness causes companies to work more closely with their customers to be able to coordinate rapid changes in products (Schuh, Millarg & Gorannson, 1998; Weissenfeld, Fisscher, Pearson & Brockhoff, 200 1). The financial institution referred to in this study was also driven by globalisation and technological advancements to re-engineer the current way in which they do business. It became evidently clear that there was a need for a shift towards virtualness, which called for the identifying of relevant competencies; needed by employees for working in a virtual environment. These competencies will enable the organisation to select the right employees and provide them with information that could be utilised in training the current virtual employees according to the competencies identified. The objectives of this research were firstly to conduct a job analysis to determine the important competencies needed by virtual workers, in a specific job at a financial institution in South Africa. Secondly to compare the current competencies of the virtual workers (who took part in the research) with the competencies identified by the job analysis to be important for this specific job. Thirdly to determine the skills required for virtual workers and compare these skills with the skills ranked by the current virtual workers to be important. Fourthly to identify how these virtual workers experienced the effect of virtualness on their performance. Lastly to make recommendations regarding future training and selection purposes. A survey design (cross-sectional) was used to determine competencies needed by virtual workers for a specific job at a financial institution in South Africa. The study population consisted of (N= 71) employees in a virtual job at a financial institution in South Africa. The Work Profile Systems (WPS), Occupational Personality Questionnaire (OPQ), Performance Assessment Questionnaire (PAQ) and a Skills Audit (SA) were administered. Results of the research indicated that 44% of the study population exhibits the competencies needed by virtual workers as indicated by the Inventory of Management Competencies (IMC) Profile of the WPS. The results of the Performance Assessment Questionnaire (PAQ) indicated that the current virtual workers experienced the greatest impact of virtualness on improving the attainment of personal goals, as well as improving the achievement of organisational goals. The results from the Skills Audit (SA) identified skills that were essential for virtual workers in a specific job within a virtual environment, according to the feedback received from the current virtual workers. They compared favourably with the skills identified by literature as being important. Recommendations to the organisation and for future research have been made and limitations were also discussed. / Thesis (M.A. (Industrial Psychology))--North-West University, Vaal Triangle Campus, 2005.
2

Competencies needed for virtual workers / by Theresa A. Botha

Botha, Theresa Adrian January 2005 (has links)
Thesis (M.A. (Industrial Psychology))--North-West University, Vaal Triangle Campus, 2005.
3

Competencies needed for virtual workers / by Theresa A. Botha

Botha, Theresa Adrian January 2005 (has links)
The changing world of work that we live in is characterised by forming part of globalisation and virtualness. The previous era managers focused on how to make money and how this money can work for them. The changing world of work is characterised by global competitiveness in delivering quality products quicker and cheaper. Globalisation presents continuous advancements in technology, which requires a new mindset. These technological advancements have a profound effect on culture, training and management of staff. This brings about change in flexible working arrangements and the traditional office made space within certain organisations for virtual offices. The move towards virtualness causes companies to work more closely with their customers to be able to coordinate rapid changes in products (Schuh, Millarg & Gorannson, 1998; Weissenfeld, Fisscher, Pearson & Brockhoff, 200 1). The financial institution referred to in this study was also driven by globalisation and technological advancements to re-engineer the current way in which they do business. It became evidently clear that there was a need for a shift towards virtualness, which called for the identifying of relevant competencies; needed by employees for working in a virtual environment. These competencies will enable the organisation to select the right employees and provide them with information that could be utilised in training the current virtual employees according to the competencies identified. The objectives of this research were firstly to conduct a job analysis to determine the important competencies needed by virtual workers, in a specific job at a financial institution in South Africa. Secondly to compare the current competencies of the virtual workers (who took part in the research) with the competencies identified by the job analysis to be important for this specific job. Thirdly to determine the skills required for virtual workers and compare these skills with the skills ranked by the current virtual workers to be important. Fourthly to identify how these virtual workers experienced the effect of virtualness on their performance. Lastly to make recommendations regarding future training and selection purposes. A survey design (cross-sectional) was used to determine competencies needed by virtual workers for a specific job at a financial institution in South Africa. The study population consisted of (N= 71) employees in a virtual job at a financial institution in South Africa. The Work Profile Systems (WPS), Occupational Personality Questionnaire (OPQ), Performance Assessment Questionnaire (PAQ) and a Skills Audit (SA) were administered. Results of the research indicated that 44% of the study population exhibits the competencies needed by virtual workers as indicated by the Inventory of Management Competencies (IMC) Profile of the WPS. The results of the Performance Assessment Questionnaire (PAQ) indicated that the current virtual workers experienced the greatest impact of virtualness on improving the attainment of personal goals, as well as improving the achievement of organisational goals. The results from the Skills Audit (SA) identified skills that were essential for virtual workers in a specific job within a virtual environment, according to the feedback received from the current virtual workers. They compared favourably with the skills identified by literature as being important. Recommendations to the organisation and for future research have been made and limitations were also discussed. / Thesis (M.A. (Industrial Psychology))--North-West University, Vaal Triangle Campus, 2005.
4

Abschlussbericht VRmed - Virtual Reality in der medizinischen Lehre: Ein Projekt der Medizinischen Fakultät der Universität Leipzig, Referat Lehre, Bereich Medien

Lachky, Alexander, Eckardt, Franziska, Stange, Ingmar, Schwarzer, Max-Philip 13 December 2021 (has links)
The advance of digitization influences medical sciences in various areas, increasingly including medical education. Therefore the Teaching Department of the Medical Faculty of the University of Leipzig constantly considers new technical developments and their possibilities for use in medical teaching. The focus is on the fact that teaching should be supplemented and explicitly not replaced by digital media. Virtual reality (hereinafter referred to as 'VR') represents a technology that can be expected to offer promising potential. In order to determine to what extent VR represents an added value for the study of human medicine and which hardware and software is suitable, the project VRmed – Virtual Reality in Medical Teaching was initiated in the Media section of the Teaching Department of the MF. This was funded as part of the Digital Fellowship Program by the University Didactic Center Saxony and the Working Group E-Learning of the LRK Saxony. The present report represents the final report of the project, which was created on its own initiative. In order to investigate the question of implementation possibilities for medical studies, four VR glasses (three different models) and four VR applications were purchased. Two simulation applications and two anatomy applications were selected as applications. The former are i:medtasim and StepVR applications. In addition, the anatomy applications 3D Organon VR Anatomy and Medicalholodeck were purchased. The initially extensive multi-stage evaluation with lecturers and students could not be implemented in 2020/2021 due to the pandemic-related restrictions and was therefore only applied in limited extent. Thus, hardware and software were evaluated qualitatively and in depth in the context of three presentation events by lecturers and media didactics. In particular, the simulation applications are considered to be helpful and useful extensions for teaching. The anatomy application 3D Organon VR Anatomy could also be used profitably in medical studies, especially in the early semesters. With regard to i:medtasim, there are initial considerations to include this in the curriculum as part of a medical elective. Another perspective is the establishment of a VR lab in which students and lecturers can freely use the technology. It should also be noted that VR is associated with many technical challenges and both the setup and the first use require expertise. In addition, the purchase is cost-intensive and hardware and software develop very quickly. Nevertheless, the potentials and the added value predominate. VR can be used to meet a wide range of learning types, practice scenarios bridge the gap between theory and practice, and students and lecturers can connect to technical developments.:1. Einleitung 2. Theoretische Hinführung 3. VR an Medizinischen Fakultäten und Universitäten außerhalb des Standorts Leipzig 4. Projektbeschreibung VRmed – Virtual Reality in der medizinischen Lehre Leipzig 5. VR Hardware und Software für den medizinischen Einsatz 6. Evaluation 7. Fazit und Ausblick 8. Literaturverzeichnis 9. Online-Quellen Anhang A) Projektstrukturplan B) Zeitplan C) Poster D) Evaluationsprotokolle / Das Voranschreiten der Digitalisierung beeinflusst die Medizin in verschiedenen Bereichen, weshalb deren Relevanz auch im Medizinstudium zunimmt. Daher werden im Referat Lehre der Medizinischen Fakultät der Universität Leipzig stetig neue technische Entwicklungen und deren Möglichkeiten für den Einsatz in der medizinischen Lehre betrachtet. Im Fokus steht, dass die Lehre ergänzt und explizit nicht durch digitale Medien ersetzt werden soll. Virtual Reality (im Folgenden „VR“) stellt dabei eine Technologie dar, die in der ersten Auseinandersetzung vielversprechende Potentiale erwarten lässt. Um festzustellen, inwiefern VR einen Mehrwert für das Humanmedizinstudium darstellt und welche Hard- und Software dabei in Frage kommt, wurde im Bereich Medien des Referats Lehre der MF das Projekt VRmed – Virtual Reality in der medizinischen Lehre initiiert. Dies wurde im Rahmen des Digital Fellowship-Programms vom Hochschuldidaktischen Zentrum Sachsen und dem Arbeitskreis E-Learning der LRK Sachsen gefördert. Der hier vorliegende Bericht stellt den Abschlussbericht des Projektes dar, welcher aus Eigenantrieb erstellt wurde. Um der Frage nach Implementierungsmöglichkeiten für das Medizinstudium nachzugehen, wurden vier VR-Brillen (drei verschiedene Modelle) und vier VR-Anwendungen angeschafft. Als Anwendungen wurden zwei Simulationsanwendungen und zwei Anatomieanwendungen ausgewählt. Bei ersterem handelt es sich um die Anwendungen i:medtasim und StepVR. Zudem wurden die Anatomieanwendungen 3D Organon VR Anatomy und Medicalholodeck eingekauft. Die zunächst umfangreich angelegte mehrstufige Evaluation mit Dozierenden und Studierenden konnte aufgrund der pandemiebedingten Einschränkungen in den Jahren 2020/2021 nicht umgesetzt werden und wurde eingegrenzt. Somit wurde Hard- und Software im Rahmen von drei Präsentationsveranstaltungen von Dozierenden und Mediendidaktiker:innen qualitativ und tiefgehend evaluiert. Insbesondere die Simulationsanwendungen werden als hilfreiche und sinnvolle Erweiterungen für die Lehre eingeschätzt. Auch die Anatomieanwendung 3D Organon VR Anatomy könnte im Medizinstudium, insbesondere in die frühen Semester, gewinnbringend eingesetzt werden. Bezüglich i:medtasim existieren erste Überlegungen, dies im Rahmen eines humanmedizinischen Wahlfachs in das Curriculum einzubinden. Eine weitere Perspektive ist die Etablierung eines VR-Labs, in dem Studierende und Dozierende die Technik frei nutzen können. Es bleibt auch festzuhalten, dass VR mit vielen technischen Herausforderungen verbunden ist und sowohl das Einrichten als auch die erste Nutzung Expertise bedürfen. Zudem ist die Anschaffung kostenintensiv und Hard- und Software entwickeln sich sehr schnell. Dennoch überwiegen die Potentiale und der Mehrwert. Durch VR kann vielfältigen Lerntypen begegnet werden, durch Übungsszenarien wird eine Brücke zwischen Theorie und Praxis geschlagen und Studierende wie auch Dozierende können an technische Entwicklungen anschließen.:1. Einleitung 2. Theoretische Hinführung 3. VR an Medizinischen Fakultäten und Universitäten außerhalb des Standorts Leipzig 4. Projektbeschreibung VRmed – Virtual Reality in der medizinischen Lehre Leipzig 5. VR Hardware und Software für den medizinischen Einsatz 6. Evaluation 7. Fazit und Ausblick 8. Literaturverzeichnis 9. Online-Quellen Anhang A) Projektstrukturplan B) Zeitplan C) Poster D) Evaluationsprotokolle

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