By guidance planning games working processes can be simulated close-to-reality. In the planning game the participation are demanded as a high-level personnel material executive functions such as goals agree to pass information on to delegate tasks decisions to meet, working processes to organize, control and control to exercise, the self-motivation of the cooperating to promote and stress and conflict situations to master. In most guidance planning games the guidance processes are simulated over several hierarchy levels. The high-level personnel receives concrete goals and tasks, which are to be solved with the help of the cooperating. After each simulation the high-level personnel receives feedback over the strengths shown and weaknesses in the leadership behavior from the cooperating and from the coach. Further will co-operation discussed and the participation keep changed a feedback over the obtained specialresult after the evaluation of a simulation to become the functions.
With industry-specific guidance planning games the fachspezischen working processes are simulated, from which industry, from which the participation come. The closer-to-reality the tasks are the faster, can come it to technical over and Unterforderungen of the participation. A further risk with industry-specific tasks is that the participation come with the analysis discussion with bad special results under an enormous justification pressure and the discussion drifts over the special results, where it should actually concern the leadership behavior and co-operation. Industry-neutral versions are more sceptically regarded at the beginning of a guidance planning game by the participation. If the tasks are however interesting and make fun, all involved ones can concentrate completely on the leadership behavior and co-operation.
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