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1

Hao, Meng. "Effective Collaboration of Global Teams." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16982.

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With the quick development of multinational enterprise, the concept of “global team” has interiorized in people’s mind. Global collaboration keeps business ongoing around the clock. This thesis through theoretical and empirical survey archives original goal of finding global collaboration improvement. Three sub-level research questions all get fulfill answers from integrating theoretical and empirical research result. Good fundamental work environment with equal attitude, attention on individual behavior bases on different culture understanding, frequently communication with rich information construct the most important fact of effective collaboration. Correct choosing and renewing of collaboration tools can push work faster and safer. Modern Informatics as the main power of current society, also improve the development of remote collaboration work. Empirical survey conclusion as a kind of supplement completes current theory.
Program: Magisterutbildning i informatik
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2

Wright, Sharon L. "Examining the Impact of Collaboration Technology Training Support on Virtual Team Collaboration Effectiveness." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/338.

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Businesses and governmental agencies are increasingly reliant on virtual teams composed of team members in different location. However, such virtual teams face all the interpersonal challenges inherent in working in a group, plus additional challenges that are a consequence from communicating through electronic methods. Numerous technological tools are available to facilitate electronic communication, and some organizations provide Collaborative Technology Skills Training (CTST) to virtual team members to help them select and use these tools. In this study, the researcher investigated whether CTST improves virtual team effectiveness by quantifying relationships between CTST and five components of team effectiveness: knowledge sharing, trust, cohesion, performance, and satisfaction. The researcher designed a survey based on an extensive literature review to allow respondents to quantify and describe their virtual team experiences, including information on any CTST they received and their perceptions of the five components of team effectiveness. Prior to the main research study, a panel of experts used the Delphi method to evaluate the survey, commenting on structure, content, and applicability to the research questions. The researcher then evaluated the temporal reliability and internal reliability of the survey. For the research study, the researcher invited over 1000 members of virtual teams to complete the online, self-report survey. Data were analyzed using MANOVA to investigate and confirm that CTST significantly affected components of team effectiveness. Results of this study can be used to improve CTST, thereby increasing the effectiveness of virtual teams.
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Lerdahl, Erik. "Staging for Creative Collaboration in Design Teams." Doctoral thesis, Norwegian University of Science and Technology, Faculty of Engineering Science and Technology, 2001. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-71.

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Many design projects in industry require close collaboration between different actors in companies. Furthermore, due to globalisation and increased competition, companies have a growing need to quickly develop new innovative concepts and products. In this respect it is important to study how creative collaboration in design teams in the early phases of the design process may be stimulated and improved. The main objective of this thesis has been to develop models, tools and methods that stimulate and improve such collaboration. Factors involved in the staging for creative collaboration has been studied, and models, tools and methods have been developed. The empirical material was collected through in-depth interviews of company employees and design consultants. Furthermore, material was collected through action research in a new innovation course at NTNU in Trondheim and in 3 industrial cases.

Initially, three conceptual models are proposed and used as a background in the thesis.These models are visualised graphically. The first model proposes that the creative process is an ongoing cycle moving through order and chaos. The second model proposes that design is a creative activity in a dialectic tension. The third model, which is called the vision-based model, proposes that any product may be related to four levels of abstraction: the spiritual, the contextual, the principal and the material levels. All three models can function as tools for discussion and shared understanding in a team. In the innovation course the vision-based model functioned as a supporting tool for creative collaboration in the concept development process.

Further, the physical arrangement of space for creative collaboration in design teams has been studied. Two major concepts are proposed: Flexible project space and activity zones. The concept of activity zones, where different zones in the workspace are connected to different activities and modes of thinking, has been implemented in a specific case. The general conclusion is that conscious arrangement of space is one of the factors that may improve creative collaboration.

Results from the interviews show the need for a shared innovation level and focus in design team for good collaboration. It is concluded that participants in a team have different roles and perspectives and in this regard the concept of flexible role structure and the use of role-play are proposed for improving collaboration. The use of scenario play and mental visualisation exercises as tools in the concept development process have also been studied and tried out in courses and in specific industrial cases. The conclusion is that such exercises have both process and problem related effects and can help to improve creative collaboration in design teams.

Based on indicated limitations in existing methodology this thesis proposes finally, as the main contribution, a vision-oriented methodology for the early phases of the design process. It is divided into two stages: a vision-based and a specification-based stage. The vision-based stage has focus on user experience and applies visions, rather than specifications, as guidelines in the early phases of the concept development. Two types of visions are proposed in this stage: Goal visions and provocative visions. In the provocative visions elements of the goal visions are drawn to the extreme through fantasy scenarios. The methodology also integrates the physical arrangement of space and the use of scenario play, storytelling and mental visualisation exercises. It emphasises the extensive use of associative images and qualitative keywords. It also proposes the use of events, such as conceptual workshops and milestones, during the development process. Furthermore the methodology applies the vision-based model, with four levels of abstraction, as a supporting tool. Parts of the methodology (the vision-based stage) has been tried out and evaluated in the innovation course.

It is concluded that the methodology can help to improve creative collaboration in design teams, especially for projects that have a conceptual orientation and a focus on user experience. With an initial focus on visions it is argued that a design team may more easily create a shared understanding. Furthermore, with the active integration of

play and work with visions the methodology seems to be more process oriented, motivating and engaging than traditional methodology. It also integrates the active use of the body and senses and helps to avoid initial mental fixation to existing solutions. It is emphasised that it is important that the methodology is adapted to the specific company setting.

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4

Halin, Amy L. "Distributed team collaboration in a computer mediated task." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FHalin.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, March 2004.
Thesis advisor(s): Rudolph P. Darken, Susan G. Hutchins. Includes bibliographical references (p. 167-168). Also available online.
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5

Biuk-Aghai, Robert P. "Patterns of virtual collaboration /." Electronic version, 2003. http://adt.lib.uts.edu.au/public/adt-NTSM20040630.160722/index.html.

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6

Brittain, William Joseph. "A virtual collaboration model for dispersed project teams." Thesis, Durham University, 2013. http://etheses.dur.ac.uk/7352/.

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In the pharmaceutical and medical device industry, non-conforming products can have serious health consequences for end users. Although much has been done to eliminate such products with respect to development and production processes, researchers have not yet explored, in depth, the relationship between the degree of virtuality with which project teams in the industry operate and the degree to which product quality may be compromised. The aim of this research was to develop a simple set of basic organisational enablers and project and team focussed processes that could be utilised by dispersed project teams to enhance their probability of successful project outcomes. A conceptual model was developed from the literature and the author’s experience of supporting virtual project teams in global organisations. This was tested by conducting an online survey with dispersed teams involved in the design, development or production of pharmaceutical and medical products to ascertain which variables negatively impacted project outcomes and which variables acted as enablers for successful goal achievement. The survey was conducted in one global organisation. The study highlighted key basic organisational inputs and project and team focussed processes that act as enablers for project success and can be implemented by managers and teams at all levels of ability and development. There was sufficient evidence to support recommending a focus on these enablers in a business context and as a basis for further research in an academic context. The implications of these findings are the provision of a basic framework for researchers to build on when investigating the enablers required for effective goal achievement in dispersed project teams and a simple model for use in business to enhance the probability of project success.
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7

Samarah, Imad M. "Collaboration technology support for knowledge conversion in virtual teams /." Available to subscribers only, 2006. http://proquest.umi.com/pqdweb?did=1240701241&sid=4&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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8

Bennett, Joe. "Constraint, creativity, copyright and collaboration in popular songwriting teams." Thesis, University of Surrey, 2014. http://researchspace.bathspa.ac.uk/5037/.

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This PhD study starts with a single question: 'how do songwriters collaborate to write effective songs?' I will test several hypotheses, including 'amateur and professional songwriters demonstrate different behaviours','songwriting represents the collision of existing ideas', 'song form is market-driven', 'songwriters learn by hearing extant songs' and 'process and product are interrelated and it is possible to change the latter by consciously manipulating the former'. In testing the hypotheses, I will discuss the titular 'Four Cs' - Constraint, Creativity, Copyright and Collaboration. The last is explained easily in the central question; the first is necessitated by the inescapable fact that popular song exhibits statistically probable norms relating to characteristics such as harmony, form, lyric theme and rhyme. The second (Creativity) obviously requires originality, which in music manifests itself as the third - Copyright. Therefore, it is necessary to explore the constraints of song, and to consider songwriters' ability to cross the lower originality threshold of creativity defined by copyright. The research is itself constrained to a study of the work of 'professional' songwriters, defined as individuals whose work has generated income through royalties. I take the philosophical position that songs can only exist when there is an additional listener to hear them. Historically and culturally I define 'songwriting' as British and American popular songwriting as practised between 1952 and 2012 (the first 60 years of the 'singles chart' in the UK), although in some cases it will be necessary to make reference to slightly earlier sources . Three evidence bases are used: real-time recqrdings of songwriting sessions, immediate retrospective reports by songwriters, and later retrospective interviews. The first of these is auto-ethnographic; I have documented my own collaborative processes across a variety of real-world composition and songwriting projects. The research draws on existing academic literature, particularly in the fields of popular musicology and cognitive psychology, but also making reference to tertiary fields such as law, sociology, literature and philosophy. This thesis does not posit a 'template method' for songwriting - even a cursory examination of the evidence suggests that no such thing exists. Rather, the intention is to identify and analyse the way songwriting teams negotiate the creative and problem-solving challenges of writing effective songs.
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9

Halaby, Aceil. "Forecasting collaboration capacity by driving output in product teams." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113514.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, System Design and Management Program, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 95).
It is no doubt that globalization and free trade have brought competitive advantages of Innovation Driven Enterprises (I.D.E.s) to new levels. More specifically, managers are focused on improving and maximizing team collaboration to both increase capacity and utilization of their in-house talent and optimize company throughput and output. It has long been argued that performance and output are attributed to leadership, management and/or recruiting. However, new management and cognitive theories argue that optimizing output and team performance is now more of a science rather than just a conventional wisdom; conceiving a winning team now involves both predictive and nurturing responsibilities. This applies to all fields be it military, product development, medical, business, engineering and others to name a few. This thesis focuses on the new field of Integrated Design Management whereby multidisciplinary, innovative engines or product development teams are becoming essential entities for entrepreneurial survival and versatility during economic uncertainty. How can a product designer, an engineer and a businessman work together efficiently'? What makes the team perform better? Are there any rules for engagement or does skill lead output? How are people selected as part of a team? This thesis argues that creating an optimal product team should not be a stroke of luck but rather the result of applying new management sciences and team dynamics to better recruit and build for collaboration in today's fast-changing and competitive world. I believe that studying the correlation between three variables: compassion, collective intelligence and output in Integrated Design Management (I.D.M.) teams can lead to positive inferences relating to team formation and competitive work cultures. Through methods of measuring the latter variables in addition to observing product team habits and recording interviews with individuals enrolled in the I.D.M. program at MIT, the following thesis maps predictive variables across a system for nurturing successful team collaboration and output. The model constructed to forecast product team output, produced an r2 of 0.57, setting a benchmark for future models. This research also provides a template for future applications across multiple industries aimed at conceiving more collaborative teams with exceptional skills whose members may have been more comfortable working in isolation at the expense of creativity and efficiency.
by Aceil Halaby.
S.M. in Engineering and Management
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10

Krausman, Andrea S. "Understanding the Impact of Communication Delays on Distributed Team Interaction." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/88870.

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Communication delay in distributed teams is salient problem, especially in operational setting where communication is critical to team safety and success. The present study investigated the impact of communication delays affect distributed team performance and processes, and if being able to see one's team member would lessen the effects of delays. In addition, team gender composition was investigated, to see how delays affected the interactions of same and mixed-gender teams, as well as teams with familiar and unfamiliar members. Lastly, a supplemental was performed on a subset of the experimental data to determine if teams with familiar members' communicated more efficiently than unfamiliar teams when coordination complexity was high. Thirty distributed dyads, were assigned the role of intelligence analysts, and performed a collaborative problem solving task, using audioconferencing and videoconferencing technologies. During the task, participants verbally shared and discussed information in order to solve a fictitious terror plot. Communication between team members was delayed by 0 ms, 800, or 1600 ms. Linear mixed models showed that participants took longer to solve the task at the 800 ms delay. Task accuracy was not affected by delays. At the 1600 ms delay, participants shared less information with each other, and rated their frustration higher compared to the 0 ms delay. Audiovisual technology affected overall workload scores, with lower scores at the 0 ms delay compared to the 800 ms delay. Although delays did not have the anticipated effect on familiar and same-gender teams, there were some interactive effects of interest. Specifically, in gender-diverse teams task accuracy was higher with audiovisual technology than audio-alone, but this effect was independent of delays. Also, familiar teams exhibited higher levels of cognitive trust across all levels of delay and technology. Results of the supplemental analysis showed no differences in communication efficiency between familiar and unfamiliar teams when coordination complexity was high. Based on the results of this work, recommendations were proposed for strategies to lessen the effects of communication delays and future research directions were outlined.
Doctor of Philosophy
Communication delay in distributed teams is salient problem, especially in operational settings where communication is critical to team safety and success. In previous work, communication delays have been shown to disrupt turn-taking in conversations and create instances of overlaps or interruptions. The present study was conducted to further investigate the effects of communication delays on various aspects of distributed team performance and to determine if being able to see one’s team member via video technology may potentially lessen the effects of delays. In addition, team gender composition was investigated, to see how delays affected the interactions of same and mixed-gender teams, as well as teams with familiar and unfamiliar members. Lastly, a supplemental analysis was performed using a subset of the experimental data to determine if teams with familiar members’ communicated more efficiently than unfamiliar teams when coordination complexity was high. Thirty distributed teams of two members or dyads, performed a collaborative problem solving task, using audio conferencing and videoconferencing technologies. During the task, participants verbally shared and discussed information in order to identify the solution to a fictitious terror plot. Communication between team members was delayed by 0 ms, 800, or 1600 ms. Overall, results showed that participants took longer to solve the task at the 800 ms delay, with no effects on task accuracy. At the 1600 ms delay, participants shared less information with each other, and rated their frustration higher compared to the 0 ms delay. When teams used audiovisual technology, workload scores were lower at 0 ms compared to the 800 ms delay. Although delays did not have the anticipated effects on familiar and same-gender teams, there were some other interesting effects that emerged. Namely, gender-diverse teams scored higher accuracy with audiovisual technology than audio-alone, but this effect was independent of delays. Also, teams with familiar members exhibited higher levels of cognitive trust across all levels of delay and technology. Results of the supplemental analysis showed that unfamiliar teams communicated more efficiently with audiovisual technology, but only when coordination complexity was low.
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11

Keller, Felix S. "Scorecard for Managing E-Collaboration in International Virtual Consulting Teams." St. Gallen, 2008. http://www.biblio.unisg.ch/org/biblio/edoc.nsf/wwwDisplayIdentifier/01651538003/$FILE/01651538003.pdf.

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12

Dunphy, Donna L. "Folio Paper One: Collaboration skills for educators : folio paper two: Collaborative partnerships between home and school: folio paper three: Interagency collaboration in transition planning /." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36112.pdf.

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13

Lim, Kyung Hee. "Collaboration between Disciplinary Teams Caring for Elders in Korean Community Settings." Diss., The University of Arizona, 2008. http://hdl.handle.net/10150/193837.

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The purpose of this study was to test a hypothesized collaboration model composed of four components: team member, context, collaboration process, and degree of collaboration. A descriptive design using a causal modeling approach was used to test the collaboration model. The research settings were the healthcare centers and welfare centers in five provinces of Korea. The sample consisted of 40 nurse teams and 40 social worker teams. Data were collected from each team member and leaders involved in the Korean Home Visiting Services. Psychometric properties of all measures were assessed at both individual and team levels. Psychometric properties of all but one subscale (Agreement of Disciplinary Logic) exhibited reliability and evidence of validity as team measures. First hypothesis, team member and context variables have a direct effect on the collaboration process, was rejected. However, some team member variables directly impacted the collaboration process. Second hypothesis, team member, context, and collaboration process variables have a direct effect on the degree of collaboration, was rejected. However, some team member, context, and collaboration process variables directly impacted the degree of collaboration. Based on the research findings, the hypothesized collaboration model was revised.This study presented some implications for further research and collaboration practice. Future research needs to determine the reciprocal influence of each construct variable, explore the roles of each leadership style, and identify intervening or extraneous variables affecting collaboration. For the collaboration practice, this research can help healthcare providers develop realistic and effective strategies to enhance their collaboration, which would lead them to not only assess the elderly holistically, but to also effectively plan and provide comprehensive care services to solve complex health problems of the elderly. Thus, the elderly can maintain and improve their health and well-being. There were some study limitations related to the methodology and study findings. Sample size and a convenient sampling and a lack of random selection and diversity of the sample prevented generalization of study findings. A small number of context variables may have been insufficient to investigate the impact of context on collaboration, and potential model and variable misspecification and/or measurement errors may have occurred.
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Hall, Christopher Aaron 1964. "Organizational Support Systems for Team-Based Organizations: Employee Collaboration through Organizational Structures." Thesis, University of North Texas, 1998. https://digital.library.unt.edu/ark:/67531/metadc279218/.

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The purpose of this study was to examine relationships between organizational support and Effectiveness, Empowerment, and team characteristics. Support was operationalized by nine systems: Executive Management, Direct Supervision, Group Design, Performance Definition, Performance Review, Training, Rewards, Information, and Integration. Support was rated in two ways: how important is support for performing work (Importance scales), and how does support describe work environments (Presence scales).
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Jackson, Austin M., Joshua A. Pusillo, and Steven A. Smith. "Designing collaboration: how to prepare SOF augmentation teams for assignment to a U.S. embassy country team." Thesis, Monterey, California: Naval Postgraduate School, 2014. http://hdl.handle.net/10945/42649.

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Approved for public release; distribution is unlimited
This project delivers an immediately implementable and replicable method for improving collaboration in this nation’s most complex interagency environment, the United States embassy (USEMB). This method allows multidisciplinary teams to create a self-organizing collaborative system in the country team to address difficult problems within the constraints of exiting manning, authorities, and appropriations. The modular and scalable methodology described in this project allows Special Operations Forces (SOF) teams working in embassies around the world to maximize their operational effectiveness by improving collaboration within the country team. The goal of this project is to move beyond policy debates regarding interagency collaboration and explain how SOF are capable of pioneering a responsive system to improve collaboration within the USEMB country team. Applying a design thinking methodology, we observed country team interactions and other interagency collaborative efforts to develop a concept for SOF augmentation teams to improve collaboration within the USEMB country team. We deliver guidelines and a methodology for SOF augmentation teams to facilitate the development of a collaborative country team capable of solving complex issues.
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Harris, Cheryl Lynne. "Collaboration for Organization Success: Linking Organization Support of Collaboration and Organization Effectiveness." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4962/.

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What does it take for organizations to support people working together effectively? What does it mean for an organization to be effective? Does successful collaboration lead to more effective organizations? This study explored these questions both theoretically and empirically in an effort to help organizations understand the most important aspects to consider when attempting to achieve collaboration for organization success. The purpose of this study was to fill some of the gaps in the research by taking a broad, holistic approach to exploring the context required to support collaboration at levels of organizations broader than the team and exploring the links between organization support of collaboration and organization effectiveness. In preparation for the current study, the Organization Support of Collaboration model was developed to identify the broad organization design elements that are required to support collaboration. The Organization Effectiveness model was created to provide a holistic view of what it takes for an organization to be considered effective. The present study empirically validated these models and explored the links between them. Data was collected via a web-based questionnaire administered to a broad sample of individuals who work in organizations. Results supported a model of Organization Support of Collaboration with six factors (Connect to the Environment, Craft a Culture of Collaboration, Understand Work Processes, Design Using an Array of Structures, Build Shared Leadership, and Align Support Systems) and a model of Organization Effectiveness with six factors (Performance, Employee Involvement, Flexibility, Customer Satisfaction, New Customer Development, and Treatment of People). Connect to the Environment predicted five of the six Organization Effectiveness factors, and Craft a Culture of Collaboration predicted four of the six, notably with a connection to Performance. For the predicted relationships between the models, nine hypotheses were supported, six were not supported, and three unexpected significant relationships were found. Implications for practice and future directions are recommended.
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Castro, Fl?vio Steffens de. "A gamification framework as a collaboration motivator for software development teams." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2016. http://tede2.pucrs.br/tede2/handle/tede/6843.

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Gamification is the use of game elements in non-game context to motivate people to achieve goals. Its use is becoming very popular in software development organizations due to work being based upon human-centric and brain-intensive activity. This research presents a framework that identifies common collaboration issues that affect software development teams and how to apply game elements to mitigate them by jump starting behavior change. The framework is defined based on literature and on a field study with gamification and software development professionals. In its preliminary evaluation with practitioners and specialists, they presented evidences of the applicability of this framework as a motivator to foster collaboration in software teams. The framework can be used by management to promote behavioral change in their industrial teams and by researchers to advance the state of the art in collaboration in the field. Tool designers can also benefit from it by having access to the comprehensive and compiled body of knowledge to inspire them to design new tools or improve current ones to support collaboration in software teams.
Gamification ? o uso de elementos de jogos em contextos al?m de jogos para motivar pessoas a atingirem seus objetivos. Seu uso tem se tornado popular nas empresas de desenvolvimento de software devido a este tipo de trabalho ser baseado em atividades cognitivas e intelectuais. Esta disserta??o apresenta um framework que identifica problemas comuns de colabora??o em equipes de desenvolvimento de software e como podemos aplicar elementos de jogos para mitig?-los, agindo como catalizador de mudan?a de comportamentos. O framework foi definido baseado em uma revis?o de literatura e em um estudo de campo com profissionais de desenvolvimento de software e gamification. Na avalia??o preliminar realizada com especialistas, foram encontradas evid?ncias da aplicabilidade desde framework como um motivador para incentivar a colabora??o em equipes de software. Este framework pode ser usado por gerentes e l?deres para promover mudan?as de comportamentos em equipes, pesquisadores para aprofundar os conhecimentos nos t?picos de gamification e colabora??o, e designers para desenvolverem pr?ticas de gamification em ferramentas de colabora??o de equipes.
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Lankhof, Brenda. "Perceptions of Collaboration and Mutual Respect among Members of Interprofessional Teams." Thesis, Walden University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843247.

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Government agencies are encouraging healthcare practitioners to work in interprofessional teams to address the complex needs of an aging population, to improve client outcomes, and to increase the cost-effectiveness of health care. However, a clearer understanding of the elements required for an effective interprofessional collaborative practice is needed. The purpose of this online, descriptive study was to focus on one component, mutual respect, and determine its relationship to collaboration among members of interprofessional teams working in family health teams (FHTs) and community health centers (CHCs) across Ontario. D’Amour’s four-dimensional model of collaboration was used as the theoretical basis. This model suggests that collective action can be analyzed based on shared goals and vision, internalization, formalization, and governance. FHTs and CHCs were contacted by telephone and email to recruit participants and 99 healthcare professionals returned usable surveys. Using Spearman’s rho and multiple regression, a significant positive relationship was found between mutual respect and collaboration. After controlling for the respondents’ demographic characteristics, the correlation between these variables remained significant. Correlation scores between mutual respect and collaboration were higher in FHTs compared to CHCs. Significant differences in scores were also demonstrated between nurses and nonurses, and levels of education. This research provided data on how collaboration is progressing, how respected professionals felt, and assisted in the identification of areas that may be influential in making improvements. The knowledge obtained can affect positive social change by influencing practice, education, and guiding future research.

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Fristedt, Saga. "Communication, collaboration and belongingness in virtual teams : mapping out enablers and constraints." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40716.

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In an increasingly digital world, virtual work becomes more common every year. Additionally, virtual work has suddenly become the reality for a large part of the world’s population due to the coronavirus pandemic. Therefore, a study on virtual teamwork is currently of high relevance. The purpose of this study is to gain a deeper understanding and provide knowledge on enablers and constraints for communication, collaboration and belongingness in virtual teams as well as ICTs impact on the virtual teamwork. The study has a phenomenological research design with a qualitative approach. Empirical data has been collected by studying three transnational, virtual teams by conducting six semi-structured individual interviews. The sample was selected through a strategic selection. A thematic analysis has been conducted to compile and analyze the data, which thereafter has been set in relation to the theoretical framework of the study. The enablers found in the results were flexibility and availability for communication, clearly defined roles, high level of both task- and relationship based communication as well as depth of relationships, trust and shared understanding for collaboration, and responsibility, seeing into team members homes and virtual social team activities for belongingness. Additionally, ICTs were found as a main enabler for all themes. The identified constraints were time dispersion for all three themes, as well as virtuality as a whole. Additionally misunderstandings was identified for collaboration and lack of natural and spontaneous social conversation for belongingness. Furthermore, the findings implicate that ICTs with characteristics of richer type in relation to media richness are preferred most of the time to enable a better virtual work climate regards to communication, collaboration and belongingness. However, some criteria for media richness cannot be fully utilized in virtual teams due to time dispersion. Lastly, findings implicate that the choice of ICT based on previous experience, rather than linked to suitability, might hinder an optimal model of ICT usage for a well-functioning virtual team.
I en allt mer digitaliserad värld blir virtuellt arbete vanligare varje år. Virtuellt arbete har dessutom hastigt blivit verklighet för en stor del av världens befolkning på grund av coronapandemin. Därför är en studie om virtuellt teamarbete av hög relevans i dagens samhälle. Syftet med denna studie är att få en djupare förståelse och ge kunskap om möjliggörare och begränsningar för kommunikation, samarbete och tillhörighet i virtuella team samt ICTs inverkan på virtuellt teamarbete. Studien har en fenomenologisk forskningsdesign med ett kvalitativt tillvägagångssätt. Empirisk data har samlats in genom att studera tre transnationella, virtuella team genom genomförandet av sex semi-strukturerade, individuella intervjuer. Intervjupersonerna valdes ut genom ett strategiskt urval. En tematisk analys har genomförts för att sammanställa och analysera data, som sedan satts i förhållande till det teoretiska ramverket för studien. De möjliggörande faktorer som hittades i resultaten var flexibilitet och tillgänglighet för kommunikation, tydligt definierade roller, hög nivå av både uppgifts- och relationsbaserad kommunikation och relationsdjup, förtroende och delad förståelse för samarbete, samt ansvar, att få en inblick i teammedlemmarnas hem och virtuella sociala teamaktiviteter för tillhörighet. Dessutom identifierades ICT som en övergripande möjliggörare. De identifierade begränsningarna var tidsskillnader för alla tre teman samt virtualitet i helhet. Utöver detta var missförstånd identifierat för samarbete och brist på naturlig och spontan social interaktion för tillhörighet. Dessutom visar resultaten på att ICTs med egenskaper av rikare typ i förhållande till media richness oftast föredras för att möjliggöra ett bättre virtuellt arbetsklimat när det gäller kommunikation, samarbete och tillhörighet. Vissa kriterier för media richness kan dock inte utnyttjas fullt ut i virtuella team på grund av tidsskillnader. Slutligen visar studiens resultat på att val av ICT baserat på tidigare erfarenhet, snarare än kopplat till lämplighet, kan hindra en optimal modell för användning av ICT för ett väl fungerande virtuellt team.
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20

Lakhani, Rubina. "Artifact-Supported Performance Management of Collaborative Care Teams." Thesis, Université d'Ottawa / University of Ottawa, 2021. http://hdl.handle.net/10393/42510.

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This research proposes a framework for collaborative care in which the performance of healthcare teams is measured in an objective and quantifiable manner. We call our framework the Performance Management Framework for Collaborative Care (PMFCC). The PMFCC was developed using insights from agile software engineering, business, and healthcare and consists of three Components: the Collaboration Space Ontology Template, the Agile Process Model, and the Performance Management Model. We developed a set of example Artifacts based on our framework to better support performance management of collaborative care teams: Agile Treatment Plan, Agile Collaborative Dashboard, ICF Patient Card and Collaborative Care Model Canvas. The framework and associated Artifacts were developed iteratively using Design Science Research Methodology. Attention Deficit Hyperactivity Disorder was used as an example relevant to performance management of collaborative care teams. A Clinical Vignette drawn from the healthcare literature was used to develop a set of scenarios to test and evaluate the PMFCC and its Artifacts at each iteration. A panel of experts was established at the end of our research to review our results and provide structured and unstructured feedback based on a set of evaluation criteria drawn from the relevant academic literature. The PMFCC was also compared to related works from the literature.
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Day, Michele Oliver Debra. "Team communication and collaboration in hospice pain management." Diss., Columbia, Mo. : University of Missouri--Columbia, 2008. http://hdl.handle.net/10355/6632.

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Title from PDF of title page (University of Missouri--Columbia, viewed on Feb 25, 2010). The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Dissertation advisor: Dr. Debra Oliver. Vita. Includes bibliographical references.
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Hause, Martha Lucia. "Software development performance in remote student teams in international computer science collaboration." Thesis, Open University, 2003. http://oro.open.ac.uk/54622/.

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Approximately two-thirds of software projects are late because project teams encounter challenges that threaten their success. In addition, many projects are developed using remote collaboration, due to pressure of time, distribution of expertise, and organisational constraints. In parallel, technology has developed that allows effective remote collaboration. The purpose of this research was to investigate what characterises high performance in software development in remote student teams. The data was drawn from the Runestone Project, which involved Swedish and American computer science students in international collaboration on a substantial software development project. Runestone gave students the opportunity to use different technologies for collaboration across time and distance, as well the chance to develop problem-solving experience with different cultures in a team-based environment. This research tracked the progress and changes in the entire electronic communication for 8 student teams identified as the 4 highest- and lowest- 4 performers in the 2000 presentation of Runestone. A set of categories was developed to characterise over 31,000 lines of communication, focusing on the amount and nature of communication for each team, and on decision-making patterns throughout the software development process. The research also looked at students' use of available communication technology. Results indicate that both communication and the process and timing of specific actions are crucial to a team's success. Teams communicated differently, with high performing groups communicating less. High performing teams were more organised in the way they conducted their meetings and work. The management of the software development process as a whole was crucial, as was leadership style. An effective use of the software development process can also mean that key decisions are made during the times in the software process where they will be most effective. This research has implications for remote collaboration in both education and industry.
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Gilley, Margaret Mary. "Bridging the boundaries? : collaboration and community care, Sunderland 1990-1994." Thesis, Durham University, 1997. http://etheses.dur.ac.uk/5083/.

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The independence of the health and social care agencies makes the coordinated delivery of inter-related and inter-dependent services very difficult. Collaboration in health and social care has been a goal of policy makers for many decades, but it has not been achieved to the degree or to the extent of the aspiration. This thesis examines collaboration in the context of the NHS and Community Care Act 1990, which marked a new stage in the development of community care policy and in collaborative working between health and social services. The thesis takes the form of a case study set in Sunderland during 1990-1994, from the passing of the Act to the first anniversary of the implementation of its community care elements. It considers firstly, collaboration at a strategic planning level between Sunderland Health Authority and the Local Authority Social Services Department in the development and implementation of community care policy; secondly, the evaluation of a collaborative project at an operational level, in the attachment of a social worker to a general medical practice; and thirdly, the evaluation of a project which tried to strengthen collaborative working within the health service, among district nurses, health visitors and general practitioners. The thesis sets these three pieces of work in a number of contexts: the political setting of the NHS and Community Care Act and the changes it introduced; the literature of collaboration; and a description of Sunderland and its need for health and social care. The case study showed how difficult it is for organisations to work together. Relationships between individuals tended to be more collaborative than relationships between corporate bodies, but it is important to see the relationship between those individuals in the context of relationships between organisations. The study also found that for the success of joint projects to be sustainable and generalisable, collaboration needs to be present at all levels of the organisations. The thesis also showed that there is as much need for collaboration within the health service as between the health and social services. The thesis used as a measure a framework of factors which promote collaboration, and found that many elements were lacking in Sunderland. However, in the real world it is necessary to settle for a notion of "pragmatic collaboration" in which joint working is possible even when full collaboration is absent.
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Bulu, Saniye Tugba. "Communication Behaviors And Trust In Collaborative Online Teams." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1099548/index.pdf.

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Building and maintaining trust is a necessary condition for group cohesion. In order to successful collaborative group process in online learning environment, development of trust must be understood in online teams. Difference communication behaviors in the online teams with different trust levels were investigated in this research. Participants were 61 students in an undergraduate level who enrolled in the online course. In this research, online teams&
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collaborative communication behaviors were analyzed using both qualitative and quantitative methods to understand the factors that facilitate and deepen trust. Data were obtained from questionnaires and online class discussion archives. One of the findings of the study was that trust is built and maintained in online teams. Another finding was that online trust can be fragile and certain communication behaviors should be presented by members to deepen and maintain the trust level. The results of the study showed that there must be social interaction, enthusiasm, task oriented interaction, equal and predictable communication, and feedback among the member of online teams to built and maintain trust.
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Burke, Jill Vincent. "A Case Study of Highly Effective Collaborative Teams." Ashland University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ashland1407321599.

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26

Manian, Vijay. "Voting enabled role-based access control model for distributed collaboration." [Gainesville, Fla.] : University of Florida, 2005. http://purl.fcla.edu/fcla/etd/UFE0011941.

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27

Rosen, Michael. "COLLABORATIVE PROBLEM SOLVING: THE ROLE OF TEAM KNOWLEDGE BUILDING PROCESSES AND EXTERNAL REPRESENTATIONS." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2727.

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This dissertation evaluates the relationship between five team knowledge building processes (i.e., information exchange, knowledge sharing, option generation, evaluation of alternatives, and regulation), the external representations constructed by a team during a performance episode, and performance outcomes in a problem solving task. In a broad range of domains such as the military, and healthcare, team-based work structures used to solve complex problems; however, the bulk of research on teamwork to date has dealt with behavioral coordination in routine tasks. This leaves a gap in the theory available for developing interventions to support collaborative problem solving, or knowledge-based performance, in teams. Sixty nine three person teams participated in a strategic planning simulation using a collaborative map. Content analysis was applied to team communications and the external representations team members created using the collaborative tool. Regression and multi-way frequency analyses were used to test hypotheses about the relationship between the amount and sequence of team process behaviors respectively and team performance outcomes. Additionally, the moderating effects of external representation quality were evaluated. All five team knowledge building processes were significantly related to outcomes, but only one (i.e., knowledge sharing) in the simple, positive, and linear way hypothesized. Information exchange was negatively related to outcomes after controlling for the amount of acknowledgements team members made. Option generation and evaluation interacted to predict outcomes such that higher levels of evaluation were more beneficial to teams with higher levels of option generation. Regulation processes exhibited a negative curvilinear relationship with outcomes such that high and low performing teams engaged in less regulation than did moderately performing teams. External representation quality moderated a composite team knowledge building process variable such that better external representations were more beneficial for teams with poorer quality processes than for teams with high quality process. Additionally, there were significant differences in the sequence of team knowledge building processes between high and low performing teams as well as between groups based on high and low levels of external representation quality. The team knowledge building process framework is useful for understanding complex collaborative problem solving. However, these processes predict performance outcomes in complex and inter-related ways. Further implications for theories of team performance and applications for training, designing performance support tools, and team performance measurement are discussed.
Ph.D.
Department of Psychology
Sciences
Psychology PhD
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28

Watson, Sheldon T. "Teacher collaboration and school reform distributing leadership through the use of professional learning teams /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2005. http://hdl.handle.net/10355/4179.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2005.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file viewed on (July 19, 2006) Vita. Includes bibliographical references.
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Andersson, Emmy. "Virtual Collaboration – The Paradigm of Modern Work Environment : Cohesion and Challenges in Distributed Teams." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35728.

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This Master thesis is an exploratory study that had the initial aim to research leadership in distributed teams, but, which ended up changing the focus as a result of unexpected findings. Therefore, the study refocused on collaboration in distributed teams with the purpose to explore the work environment of distributed teams from a collaborative perspective, with the aim of trying to develop an in‐depth understanding of the factors that contribute and challenge the cohesion in these teams. Furthermore, our aim was to present our findings in a model, which would describe the collaborative environment in distributed teams. Our research design was a single case study with embedded cases, overall 13 interviews were conducted representing leaders and members of hybrid distributed teams, which gave rich and descriptive data of their collaborative environment. Our empirical findings showed that structure has a significant impact on collaboration. This led to another finding, which states that management skills are more relevant than leadership skills in the virtual context. Furthermore, we could also identify several challenges, which were not explicitly approached in previous literature. Limitations/Implications: Our research is limited to a single case study, therefore future investigations including several cases or companies from different industries would be advised to strengthen the findings. Our research project contributes to the existing literature, by extending the research field of collaboration in distributed teams, while also having implications for companies, which have employees across the world and thus, consider developing or implementing this specific work unit.
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Kollasch, Aurelia. "Ties that Bind International Research Teams: A Network Multilevel Model of Interdisciplinary Collaboration." Diss., The University of Arizona, 2012. http://hdl.handle.net/10150/228165.

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Today large research projects require substantial involvement of researchers from different organizations, disciplines, or cultures working in groups or teams to accomplish a common goal of producing, sharing, and disseminating scientific knowledge. This study focuses on the international research team that was launched in response to pressing calls for internationalization. This study seeks to understand the social structure of the international research team and perceptions of team members on this structure by challenging social networks and social capital fields. By bridging social networks with social capital, the study examines social structures at the individual, subgroup, and team levels and adds complexity to different levels of analysis by stressing context through qualitative research methods. The results imply that hierarchical relations do not stand separately from the horizontal relations among team members in the international research team. Therefore, the construct of group social capital should be based on a multilevel model of combined moderate closure with horizontal bridging roles in international research teams.
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Bricker, Lauren J. "Cooperatively controlled objects in support of collaboration /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/6860.

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32

Bositty, Aishwarya. "Development of Real-Time Systems for Supporting Collaborations in Distributed HumanAnd Machine Teams." Wright State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=wright1610538704384575.

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33

Langmuir, David Allan. "Making sense of teacher collaboration : a case study of two teachers’ engagement in clinical supervision." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ34574.pdf.

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34

McAndrew, Sean T. "Collaborative technologies for mobile workers and virtual project teams." Thesis, Loughborough University, 2009. https://dspace.lboro.ac.uk/2134/13529.

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Information Technology is advancing at a frightening pace. Cloud computing and its subset, Software as a Service (SaaS), are rapidly challenging traditional thinking for enterprise-level application and infrastructure provision. The project-centric nature of the construction industry provides an environment where the utilisation of SaaS is commercially appropriate, given its ability to provide rapid set-up and predictable costs at the outset. Using project extranets, the construction industry has been - unusually for it as an industry sector - early-adopters of this cloud computing model. However, findings from the research highlight that there is a gap in the information and documents that pass from the construction phase into the operational phase of a building. This research considers examples of the SaaS IT model and how it has been used within a construction and facilities management industry context. A prototype system was developed to address the requirements of facilities management work order logging and tracking process. These requirements were gathered during detailed case studies of organisations within both the construction and facilities management sectors with a view to continue the use of building-specific information through its full life-cycle. The thesis includes a summary of the lessons learnt through system implementation within the construction-contracting organisation Taylor Woodrow, and it concludes with an IT strategy proposal that was developed based on a cloud computing model.
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Bououd, Ikram. "Etude de la collaboration dans les environnements virtuels 3D et de l'impact de leur utilisation sur la performance des épuipes : entre management et conception des systèmes d'information." Thesis, Evry-Val d'Essonne, 2014. http://www.theses.fr/2014EVRY0003/document.

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La collaboration est de plus en plus distribuée et influencée par les technologies impliquées dans l'espace de travail. Les mondes virtuels 3D (VWs) sont des outils de collaboration riches, interactifs et prometteurs offrant une dimension visuelle plus réaliste dans la représentation de l'environnement de travail et ayant une capacité grandissante de simulation. Grâce aux avatars (représentation des utilisateurs), ils peuvent réinventer la notion de co-présence (le "being together") et de fournir des riches interactions sociales. Plusieurs chercheurs et praticiens sont particulièrement intéressés par le potentiel de ces nouveaux média pour soutenir les pratiques collaboratives. Cependant, la littérature ne fournit pas de réponses satisfaisantes et précises pour les entreprises sur l'impact de l'utilisation de ces technologies sur la performance de l'équipe. Les chercheurs ont étudié quelques facteurs spécifiques qui influent sur la collaboration. Un modèle de recherche contenant des déterminants de trois catégories différentes (technologique, individuelle et collective) influençant la performance de l'équipe n'a jamais été proposé. Cette recherche tente de combler cette lacune et regarde cet effet de plus près. D'un point de vue méthodologique, notre méthodologie est basée sur Framework de la recherche en système d'information de Hevner et ses collègues (2004) combinant la science du comportement et la science de conception. Du côté de la science du comportement, des études qualitatives et quantitatives ont été réalisées. Une étude qualitative vise à explorer la collaboration en équipe dans les mondes virtuels, nous a permis d'identifier une liste de facteurs pertinents qui seront utiles pour réussir les études empiriques. Nous avons conçu deux modèles de recherche contenant des déterminants influençant collaboration de l'équipe. Le premier vise à comparer l'impact de l'utilisation de Skype et de Second Life sur la co-présence, l'absorption cognitive virtuelle et, finalement, la performance d'équipe. La seconde étude est spécifique aux environnements virtuels 3D, elle permet d'étudier l'impact de l'utilisation des VW et la paresse sociale. Ces scénarios sont intégrés dans un jeu sérieux collaboratif. Ce dernier vise à varier différentes situations collaboratives pour apporter une expérience d'apprentissage par la pratique aux utilisateurs. Ce jeu permet d'explorer les spécificités de la collaboration en équipe dans les mondes virtuels 3D
Collaboration is increasingly distributed and influenced by the technologies involved in the workspace. 3D Virtual worlds (VWs) are rich, highly interactive and promising collaboration tools providing a more realistic visual dimension in representing work environment and a growing capacity of simulation. Thanks to avatars (representation of their users), they may reinvent the notion of co-presence (the being together) and provide rich social interactions. Several researchers and practitioners are particularly interested in the potential of these new media to support collaborative practices. However, the literature does not provide yet satisfactory and accurate response to companies about impacts of these technologies’ use on team performance. Existent researchers studied specific factors influencing collaboration. A research model gathering determinants of three different categories (technological, individual and collective) impacting team performance has never been proposed. This research attempts to address this gap and looks at this effect more closely. From a methodological point of view, our methodology is based on the Hevner’s and colleagues (2004) IS research framework combining behavioral science and design science. From the behavioral science side, qualitative and quantitative studies have been conducted. We report on the impacts of a set of important determinants that influence team performance. This research describes inner IT dynamics distinguishing these new media. It research highlighted determinants that are fostering collaboration such knowledge sharing, knowledge application, cognitive absorption, virtual co-presence, VW technology usage, customization, and object manipulation. Others determinants are found to inhibit collaboration in 3D VWs such as social loafing and density. From a design science side, we designed a serious game focusing on the determinants mentioned above and could be useful to vary collaborative scenarios in the aim to deepen the study of collaboration in 3D VWs and enhance team performance. This game aims at bringing a learning-by-doing experience to explore the specificities of team collaboration in VWs. This research argues that successful collaboration is possible in VWs with the respect of a set of best practices
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36

Saikayasit, Rossukorn. "The influence of communication modality and shared visual information on collaboration in virtual teams." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12068/.

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The rise of the internet coupled with advancements in computing technology has contributed to the increasing popularity of virtual team working. Virtual teams rely heavily upon the use of mediated communication as face-to-face interaction is limited. Many off-the-shelf collaborative technologies with multiple features are widely accessible in the market to support virtual collaboration. These technologies are being adopted to support uni- and multi-modal interaction in various workplace settings. However the influence of these technologies is often domain specific and is dependent on the type of tasks and teams, thus selecting the most appropriate tool to support a specific collaborative task is difficult. This thesis investigated the use and influence of communication modality when used to accompany shared workspaces in virtual collaboration, particularly in the design and engineering domain. Empirical studies were conducted in laboratory and field settings to evaluate the effects of modality and shared workspaces on collaboration. Novel and off-the-shelf technologies were examined at different development stages (i.e. from user requirements elicitation, to prototype evaluation, to workplace implementation and evaluation of off-the-shelf technologies). The focus of these studies was to compare audio, audio-visual, text-only and text with additional audio communication within the context of shared workspaces. The purpose was to identify whether these modalities have different effects when used in synergy with shared workspaces for collaboration on spatial and non-spatial tasks. The first series of studies investigated how these modalities were adopted in the workplace individually and/or to supplement other tools in collaborative work. Findings from these studies contributed to the understanding of how modalities are selected to support different aspects of various collaborative tasks. A field study was conducted to evaluate the implementation of an ‘always-on’ audio-visual feed to provide shared visual information in the workplace suggested that providing shared visual information for remote users could help maintain team awareness. The results suggested that a careful consideration is required to ensure that the context of use, technical constraints and the quality of the audio-visual feed satisfied the end user needs. Finally, to further extend this understanding, laboratory studies were conducted to compare these modalities. The findings suggested that audio-only compared to audio-visual had no influence on collaboration, while text-only communication required no additional audio to support a virtual design task, given that a shared workspace or screen sharing is provided in both settings. Shared workspaces reduce the necessity for virtual team members to verbalise lexically complex information, thus allowing users to concentrate on the core activities of collaborative tasks.
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Barrett, Jennifer Eve. "An exploratory study of collaboration in built environment design teams : a social psychology perspective." Thesis, University of Central Lancashire, 2018. http://clok.uclan.ac.uk/24002/.

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In recent years, existing research and industry studies have noted that, whilst there has been significant progress in the performance of built environment teams, scant attention has been paid to the behavioural aspects of collaborative design. These recent performance improvements also tend to respond to a techno-operational and positivist dominance within the architecture, engineering, construction (AEC) domain. This has resulted in tools, technologies, and guidance which fail to address the socio-behavioural context of collaborative design in AEC. Alternatively, generic socio-behavioural management theories are applied with the aim of improving collaborative practices, despite operation in an industry that has critical differences to mainstream business. This thesis aims to counterbalance that positivist and techno-operational dominance, by conducting an exploratory study which expands and deepens knowledge relating to the social aspects of design collaboration in the built environment. To this end, the study begins with a systematic review of literature from the field of social psychology. This field maintains a long history of experimental and field study in relation to group interaction. The social psychology literature is examined to identify areas of knowledge and key themes which are likely to hold relevance for built environment design teams and may be supplanted within the AEC sector-specific research frame. Themes emerging from this review are: (1) motivation and reward, (2) risk attitudes, and (3) social climate. These themes, and the social phenomena described within them, are subsequently investigated in a series of studies. First, an exploratory survey of industry perceptions has been conducted. Findings from this survey direct and inform two further, complementary studies, which include focus group interviews and observations of a live design team in a case-study project. Resulting data sets are qualitatively analysed using a thematic analysis complemented by quantitative social network analysis. The proposed framework synthesises the findings from these studies. The framework comprises thematic content which is specific to collaborative practice in the built environment, rooted within a social psychology perspective. Findings detail a multiplicity in the role agency of project team members as actors in industry, discipline, company, and individual contexts. Normative and adaptive responses within the team interaction space, thus, transforms agency and thought to collective systems of meaning, within which creative thinking can flourish, and from which innovation can thrive. The framework enables the built environment sector to make progress in detailing its own critical success factors for effective collaboration. The framework can now be applied in research and practice, to establish clear directions for new research; development of interdisciplinary industry and practice guidance; and, industry-specific curricula content for professional practice training, teaching, and learning for cognisant disciplines. Thus, the current practice of applying generic theory to AEC collaborative practice can now be repealed in favour of a directed and industry appropriate approach.
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Scanlon, Molly Jane. "Multimodal Composition and the Rhetoric of Comics: A Study of Comics Teams in Collaboration." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/20370.

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The field of writing studies has long inquired about how writers engage in individualized writing processes. As an extension of this inquiry, contemporary scholarship in writing studies began to study collaborative writing through the understanding of writing as a social act. Our understanding of writing processes and collaborative writing has expanded through studies of writing as it occurs in the academy, the workplace, and extracurricular settings. Still, to a large extent, inquiries about writing processes and collaborative writing activity centered on alphabetic texts and focused on writers. Rarely do studies engage"in addition to writers"artists and designers as authors in the collaborative writing process. Composing, as understood by scholars and teachers of writing, is changing due to technological shifts in media and yet, as a field, we have failed to question multimodal composing as an individual or collaborative process.
    To extend previous writing studies scholarship, this dissertation engages qualitative case study methodology to explore three unique multimodal collaborations of comics authors. As a visual rhetoric scholar with a personal focus on teaching students about composing in all media, I am drawn to asking questions about how arguments are composed using multimodal means. My personal and scholarly interest in comics led to inquiries about how comics are composed and initial research found that comics are often composed in collaboration, with writers and artists who with them carry multiple and varying literacies (alphabetic text, visual, spatial, etc.). Comics provide a rich subject of study to address this inquiry because of their inherently multimodal nature as a medium that incorporates both word and picture in diverse combinations and for a variety of rhetorical purposes. For this study, I have chosen to focus on comics texts that differ in terms of subject matter, genre, and collaborative makeup in order to examine multimodal collaborations and create distinct cases. Through three cases of multimodal collaboration"Understanding Rhetoric, the Cheo comics, and Brotherman: Dictator of Discipline"this study argues for a further complication of our field\'s understanding of writing processes and collaborative composing.
Ph. D.
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Alkberg, Johanna. "Samarbete i distribuerade team : En analys av möjligheter och metoder för att arbeta distribuerat inom Sandvik IT med stöd av Kanban." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-18507.

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Många företag står inför det faktum att arbetet måste anpassas till globaliseringen för att konkurrenskraften skall bibehållas. Ett sätt att göra det är att arbeta geografiskt distribuerat för att på så sätt nå kompetens och fler kunder samtidigt som 24/7-arbete möjliggörs. Men för att effektivt jobba distribuerat över tid och rum krävs en medvetenhet kring de begränsningar som det medför och hur de skall överbryggas. Sandvik IT står inför förändringar och trenden går mot fler geografiskt distribuerade team. Syftet med denna undersökning har därför fokuserats kring det distribuerade arbetets nyckelfaktorer och hur Kanban kan bidra till ett effektivt arbete. Huruvida Sandvik IT’s stödfunktion Service Development Office (SDO) kan stödja det distribuerade arbetet har också utvärderats. Informationsbasen är en sammanställning av litterära verk som böcker och framförallt vetenskapliga artiklar. Från den teorin urskiljdes fyra nyckelområden för distribuerat arbete; arbetssätt och koordinering, kommunikation, ledarskap och teamkänsla. Till detta tillkom en femte punkt som handlar om uppstart för teamet. Utifrån dessa fem områden formulerades sedan intervju - och enkätfrågor. SDO valde ut tre team som informanter, varav teamledarna/koordinatörerna intervjuades och övriga blev tillsända enkäten. Resultatet från informanterna jämfördes sedan med den inledande teorin och via en analys kunde 16 nyckelfaktorer för distribuerat arbete (inom Sandvik IT) konstateras. Några tunga faktorer som konstaterades är; Ledarens medvetenhet, ett väl förankrat arbetssätt, gemensam kunskap och social interaktion. Faktorerna kategoriserades även till; Förutsättningar, teamstart och slutligen upprätthållande och utveckling. Till stor del kunde nyckelfaktorerna och behoven täckas av Kanban, men rekommendationen är att SDO kompletterar med en utbildning för teamledare/koordinatörer. Det kom att ses som en förutsättning för det distribuerade arbetet. Svarsfrekvensen i undersökningen var god och resultatet sammanhängande och därav anses rapporten ha en hög interorganisatorisk validitet och reliabilitet.
Many companies face the fact that the work must be adapted to the globalization so competitiveness can be maintained. One way to do it is to work geographically distributed and reach competence personnel and more customers while 24/7-work becomes possible. But to effectively work distributed over space and time, a consciousness about the limitations that this entails and how to overcome them are necessary. Sandvik IT is facing changes and the trend is toward more geographically distributed teams. The purpose of this study was therefore focused on the key factors for distributed work and how Kanban can contribute to effective distributed work. How Sandvik IT's supporting group, Service Development Office (SDO) should support the distributed work has also been evaluated. The basic theory is a compilation of literary works such as books and above all scientific articles. From the theory four key areas of distributed work was identified; working methods and coordination, communication, leadership and team spirit. A fifth point was also added, which was about the teamstart. Based on these five areas the interview - and survey questions was formed. SDO selected three teams with informants, and the team leaders/coordinators were interviewed and other staff received the survey. The results were then compared with the initial theory and via analysis 16 key factors for distributed work (at Sandvik IT) could be found. E.g. leader's consciousness, a well-established work method, shared knowledge and social interaction. The factors were also categorized into: Set-up, teams start and finally maintenance and development. To a large extent the key factors and the needs could be met by Kanban, but the recommendation is that SDO complements with (in particular) an education for team leaders/coordinators. It came to be seen as a prerequisite for the distributed work. The survey's response rate and the interviews outcome were good and the result was coherent. Hence the report can be seen as a report with high validity and reliability in an inter-organizational view.
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40

Tserema, Motlapele Lucy. "Collaboration in multi-agency teams : a case study in child protection / by Motlapele Lucy Tserema." Thesis, North-West University, 2008. http://hdl.handle.net/10394/2127.

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41

Cataldo, Jessica. "Exploring the Role of Organizational Context in Interprofessional Collaboration: A Mixed Methods Study." OpenSIUC, 2021. https://opensiuc.lib.siu.edu/dissertations/1964.

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The purpose of this exploratory sequential mixed methods study was to explore organizational contextual factors important to successful interprofessional collaboration (IPC) among primary care teams. In Phase 1, a single embedded case study design was utilized to understand how primary care teams describe IPC, the organizational contextual factors identified as most important to successful IPC, and differences in context between teams. In Phase 2, a quantitative survey was administered to primary care team members at 10 organizations to objectively measure the relationship between contextual factors identified in Phase 1 and IPC. In Phase 1, primary care team members generally described IPC positively with notable challenges to consistently collaborating as a team. Teams varied in terms of their team structure, physical layout of the practice, and organizational hierarchy of the practice. Organizational contextual factors that were deemed most important included team structure and resources, including staff, time, and communication tools; supportive, patient-centered culture, including team member support and expectations for IPC as the way to provide the best care to patients; leadership, including organizational leadership support and provider leadership; and organizational structure and resources, including status as a federally qualified health center (FQHC) and academic facility. In Phase 2, a strong, positive relationship was found between IPC and team member support and provider leadership. A moderate, positive relationship was found between IPC and team resources, clan culture, and perceived organizational support. A weak, positive relationship was found between IPC and patient-centered values. No statistically significant relationship was found between IPC and status as a FQHC or presence of a physician residency program. The findings support the importance of organizational context for IPC and suggest that organizational culture and leadership hold particular importance for IPC success.
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Ducksworth, Letatia Bright. "Supporting Computer-Mediated Collaboration through User Customized Agents." Thesis, University of North Texas, 2001. https://digital.library.unt.edu/ark:/67531/metadc3055/.

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This research investigated a neglected problem - interruption of groups by agent advisory systems. The question was whether interruption by the agent advisory system was beneficial. A survey of literature in four areas is included in this dissertation. The areas surveyed were Agents, Online Help, Computer Supported Cooperative Work(CSCW) and Awareness in CSCW. Based on the review, a human subject experiment was conducted. The study investigated whether the style of agent advisory interface improved the performance of group members. There were three sets of groups, a control set that did not have advisory agents, a set that had system provided advisory agents and a set that had group customized advisory agents. The groups worked together using a CSCW application developed with GroupKit, a CSCW toolkit. The groups with group customized advisory agents used an Agent Manager application to define advisory agents that would give them advice as they worked in the CSCW application. The findings showed that the type of advisory agents did not significantly influence the performance of the groups. The groups with customized agents performed slightly better than the other groups but the difference was not statistically significant. When notified that advice was issued, groups with customized agents and groups with provided agents seldom accessed the agent's advice. General design guidelines for agent interruption have not been solved. Future work is needed to finish the job. The definitive solution may be some mixture of the three known individual design solutions.
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Persson, Andreas, and Filicia Björkman. "Upplevelser av samarbete, sammanhållning, förtroende och kollegialt stöd i en statlig myndighets virtuella team: En kvalitativ intervjustudie." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29893.

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Studiens syfte var att undersöka individens upplevelse gällande samarbete, gruppsammanhållning, förtroende och kollegialt stöd i ett virtuellt team i jämförelse med ett traditionellt team. Studien genomfördes på en rikstäckande myndighet som arbetat med virtuella team i tio år. I studien deltog sju intervjupersoner varav fyra personer var män och tre personer kvinnor som valdes ut genom ett målstyrt urval. Personerna var mellan 28 och 62 år gamla och hade haft en anställning inom vald organisation under minst två år. Personerna ingick i samma team men hade olika platsbundenheter. Data samlades in genom semi-strukturerade intervjuer och analyserades med hjälp av en kvalitativ innehållsanalys. Resultatet bekräftade tidigare teori om utmaningar i utvecklande av samarbete, gruppsammanhållning, förtroende och kollegialt stöd inom virtuella team. Intervjupersonerna upplevde ett starkare samarbete, gruppsammanhållning, förtroende och kollegialt stöd för de kollegor som var samplacerade och såg därmed ingen nytta av det virtuella teamet.
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MacNaughton, Kate. "The Dynamics of Role Construction in Interprofessional Primary Health Care Teams." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23544.

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This qualitative study explores how roles are constructed within interprofessional health care teams. It focuses on elucidating the different types of role boundaries, the influences on role construction and the implications for professionals and patients. A comparative case study was conducted with two interprofessional primary health care teams. The data collection included a total of 26 interviews (13 with each team) and non-participant observations of team meetings (2-3 meetings at each site). Thematic analysis was used to analyze the data and a model was developed to represent the emergent findings. The role boundaries are organized around interprofessional interactions (autonomous-collaborative boundaries) and the distribution of tasks (interchangeable-differentiated boundaries). Salient influences are categorized as structural, interpersonal and individual dynamics. The implications of role construction include professional satisfaction and more favourable wait times for patients. The elements in this conceptual model may be transferable to other interprofessional primary health care teams. It may benefit these teams by raising awareness of the potential impact of various within-team influences on role construction.
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Lennmor, Lynn. "Mind the Gap… A Case Study about Cross-functional Collaboration between Teams in Game Development." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254998.

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Game development today is a complex process that differs from traditional software development by presenting unique challenges stemming from a multidisciplinary structured process, including teams from multiple fields, such as art, sound, programming, design, human factors and more. This, together with the growth of the industry during recent years has increased the need for a more efficient cross-functional collaboration and understanding between these teams. This study focuses on the collaboration and understanding between two distinct teams, User Research (UR) and Development in order to try and shed some light on an emerging challenge of a gap in understanding that exists between the two fields. A case study was conducted at an established game company in Sweden, where a UR team was closely observed and analyzed. The results of this study showed that the issues and practices could be grouped into three different areas, Process, Communication, and Understanding that affected each other differently. Where a majority of the issues found often related to Communication and Understanding problems. The findings provided a glimpse of the gap in understanding in a game development process and what problems it can entail and what the possible solutions could streamline the process. However, in order to fully understand and fill this gap more thorough observations during a longer period of time is required.
Spelutveckling idag är en komplex process, som skiljer sig från traditionell programutveckling genom att den presenterar unika utmaningar som härstammar från en multidisciplinär strukturerad process. Som inkluderar teams från många olika fält, såsom konst, ljud, programmering, design, mänskliga faktorer och många fler. Detta tillsammans med utvidgning av industrin de senaste åren har det skett ett behov av mer effektivt tvärfunktionellt samarbete och förståelse mellan dessa team. Denna studie fokuserar på samarbete och förståelsen mellan två specifika team, User Research (UR) och Development för att försöka belysa den uppkomna utmaningen av en klyfta i förståelsen som existerar mellan de två fälten. En fallstudie gjordes på ett etablerat spelföretag i Sverige, där ett UR team noggrant observerades and analyserades. Resultaten från studien visar att problem och praxis kunde grupperas i tre olika områden, Process, Kommunikation och Förståelse där var och en påverkade varandra olika, där majoriteten av de identifierade problemen ofta relaterade till Kommunikation och Förståelse problem. Upptäckterna gav en skymt av klyftan i förståelse som finns i en spelutvecklingsprocess och vilka problem den kan medföra samt vilka möjliga lösningar som skulle kunna effektivisera denna process. Dock, för att få full förståelse över denna klyfta och hur man kan skulle kunna fylla den så behövs en mer noggrannare studie över en längre tid.
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46

George, Michael Dale. "A Study of Collaborative Leadership in South Carolina Alcohol Enforcement Teams." ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/2486.

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In 2007 South Carolina funded 15 regional coordinators to work with local law enforcement agencies and alcohol and drug commissions to create 16 community alcohol enforcement teams to improve enforcement of underage drinking laws. Previous researchers have suggested that collaborative leadership is needed for effective teams, yet little is known about the factors that serve as barriers to and facilitators of, collaborative leadership in alcohol enforcement teams. The purpose of this phenomenological study was to explore the lived experiences of coordinators involved in leading the alcohol enforcement teams in South Carolina. The theoretical framework used was Cameron, Quinn, DeGraff, and Thankor's conceptualization of the competing values framework. Data were collected through in-depth interviews with a purposive sample of 12 alcohol team coordinators. These data were inductively coded and then subjected to a modified Van Manen and Vagle analysis. Key findings indicate strong support for the idea that existence of positive community relationships and supportive champions from community partners were crucial to building and maintaining successful teams. These findings were consistent with the theoretical framework. Recommendations include implementing leadership and collaboration training for the coordinators and team members. These findings have implications for positive social change by increasing awareness among policy makers about collaborative leadership factors, which in turn could lead to policies that generate more effectual teams, improve enforcement of underage drinking laws, and consequently, result in safer communities.
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47

Luther, Kurt. "Supporting and transforming leadership in online creative collaboration." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45822.

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Online creative collaboration is challenging our basic assumptions about how people can create together. Volunteers from around the world who meet and communicate over the Internet have written the world's largest encyclopedia, developed market-leading software products, solved important open problems in mathematics, and produced award-winning films, among many examples. A growing body of research refutes the popular myth that these projects succeed through "self-organization" and instead points to the critical importance of effective leadership. Yet, we know little about what these leaders actually do, the challenges they must manage, and how technology supports or hinders their efforts. In this dissertation, I investigated the role of leadership in online creative collaboration. I first conducted two empirical studies of existing leadership practices, focusing on the domain of online, collaborative animation projects called "collabs." In the first study, I identified the major challenges faced by collab leaders. In the second study, I identified leader traits and behaviors correlated with success. These initial findings suggested that many collab leaders, overburdened and lacking adequate technological support, respond by attempting less ambitious projects and adopting centralized leadership styles. Despite these efforts, leaders frequently become overburdened, and more than 80% of collabs fail. To ease the burden on leaders and encourage more complex, successful projects, I led the development of a web-based, open-source software tool called Pipeline. Pipeline can support leadership by reinforcing a traditional, top-down approach, or transform leadership by redistributing it across many members of a group. This latter approach relies on social processes, rather than technical constraints, to guide behavior. I evaluated Pipeline's ability to effectively support and transform leadership through a detailed case study of Holiday Flood, a six-week collaboration involving nearly 30 artists from around the world. The case study showed that formal leaders remained influential and Pipeline supported their traditional, centralized approach. However, there was also evidence that Pipeline transformed some leadership behaviors, such as clarifying, informing, and monitoring, by redistributing them beyond the project's formal leaders. The result was a significantly more ambitious project which attained its goals and earned high praise from the community. The main contributions of this dissertation include: (1) a rich description of existing leadership practices in online creative collaboration; (2) the development of redistributed leadership as a theoretical framework for analyzing the relationship between leadership and technological support; (3) design implications for supporting and transform leadership; (4) a case study illustrating how technology can support and transform leadership in the real world; and (5) the Pipeline collaboration tool itself, released as open-source software.
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Erenfeld, Holly E. "Perceptions of an Interprofessional Collaborative Course among Healthcare Professional Students." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1554204314410169.

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49

DeWitt, David. "Teacher-Based Teams Talk of Change in Instructional Practices." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/4615.

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Mandates have been issued for educators to collaborate and improve student achievement, requiring a change in instructional practices through teacher talk. Teachers have struggled to make the transitional conversion from team planning to observed changes in instructional practices with evidence of improvement. The purpose of this qualitative study was to examine how teachers collaborated while following the Ohio Improvement Process. The purpose was then to make data-driven changes regarding instructional practices in the continuous improvement cycle. The conceptual framework was constructed from the teachers' dialogic stances towards talk of instruction, along with the intellectual and emotional attitudes teachers have about making changes. The guiding research question examined the ways teachers have been influenced by each other to make changes in instructional practices. The case study design observed a sample of 10 teachers from two teacher-based teams, with five of those teachers being interviewed. Observational data were examined for dialogic stance toward talk of instructional practices, whereas interview data were analyzed looking for evidence of the cognitive restructuring. Statements were categorized as motivations and influences. The analysis revealed that the teachers are changing their thinking through motivations and influences from collaboration. Literature has supported the findings that teachers could benefit from a gradual implementation process leading to the continuous improvement cycle. By developing a policy recommendation paper with a focus on teacher learning, positive social change may include preparing and empowering teachers for the changes that occur through collaboration.
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Lee, Yoon Suk. "Examining Shared Understanding in Partially Distributed Conceptual Design Teams." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/52909.

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A number of significant challenges confront effective communication in partially distributed conceptual design teams (PDCDTs), mainly due to the ill-defined and open nature of conceptual design tasks and their associated solution spaces. In contrast to co-located team members who interact face-to-face, communication difficulties among PDCDTs can intensify as a result of the physical separation of team members and their heavy reliance on communication technologies to achieve desired outcomes. Despite advances in these technologies, the ability to convey contextual and paralinguistic cues is still more limited between distant partners in comparison to face-to-face interactions. Thus, team members often experience challenges in establishing and maintaining shared understanding. In addition, partially distributed teams are more vulnerable to in-group dynamics than fully distributed or fully co-located teams. There have been substantial theoretical advances in the field of computer-mediated communication (CMC) that seek to address these challenges. Although CMC theories are hypothetically convincing and generally accepted, actual empirical findings are to some extent either unconvincing or contradictory. Moreover, questions remain about whether CMC theories can hold up in the context of non-equivalent communication technologies. The proliferation of various communication devices (e.g., smart phones, tablets, laptops, and desktops)–not to mention the growing corporate use of fully immersive telepresence technologies–means that a variety of combinations of communication devices can be used. To date, however, the majority of CMC studies have focused on the use of equivalent communication technologies (e.g., laptop to laptop). Given these practical challenges and research gaps, the overall objective of this study was to investigate how to improve shared understanding in PDCDTs. The study encompassed four distinct research threads. Study 1 conceptualized shared understanding in PDCDTs. From Study 1, factors associated with shared understanding were identified, and an input-process-output (IPO) model of shared understanding was developed. Study 2 examined the intra- and inter-sub-group communication patterns among PDCDTs. From Study 2, three different analytical approaches for exploring communication patterns were used to elucidate valuable insights into how interactions within and across sub-groups change with design tasks, as well as how individual roles and interpersonal dynamics affect those interactions. Study 3 utilized the outcomes from Study 1 (IPO model of shared understanding) to develop and validate an instrument to measure shared understanding. Lastly, Study 4 examined how different combinations of non-equivalent communication technologies impacted shared understanding in PDCDTs by using the shared understanding instrument developed from Study 3. Specifically, four types of communication technology conditions were utilized: (1) telepresence to telepresence (two different sizes), (2) telepresence to laptops, (3) telepresence to mobile devices, and (4) laptops to mobile devices. The findings revealed significant impacts of communication technologies on co-located and distant shared understanding, as well as differences between co-located and distant shared understanding for each communication technology condition. In addition, the impacts of shared understanding on different communication technology user groups were identified. Based on these findings, a number of communication technology recommendations, as well as managerial intervention strategies to operate successful PDCDTs, were developed.
Ph. D.
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