卢旺达通过游戏学习项目的项目团队赋权和绩效

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引用次数: 0

摘要

商业世界变得越来越快,竞争也越来越激烈。技术正在迅速进步。企业和员工的数量一直在增加。更好的工作表现和更多的动力是授权员工可能有助于企业和他们的底线的两种方式。本研究的总体目标是评估项目团队对卢旺达“启发教育和赋权”项目中通过游戏学习的绩效的影响。卢旺达的公共和私营部门,特别是在项目管理领域,在实现成功和高效的项目成果方面面临着重大挑战。已经观察到项目失败、合同延迟、资产闲置、不遵守税法以及预算吸收方面的挑战。具体而言,本研究的目标如下:检验在职培训对卢旺达Inspire Educate and Empower Rwanda“玩中学习”项目绩效的影响;评估项目团队动机对卢旺达Inspire Educate and Empower Rwanda“玩中学习”项目绩效的影响;确定项目团队领导对卢旺达Inspire Educate and Empower Rwanda“玩中学习”项目绩效的影响。在本研究中,研究对象为216名参与卢旺达启发教育和赋权项目的项目人员。样本量由Solvin(1960)公式确定。对给定数据集使用公式的结果是样本量为140。本研究使用以下工具收集数据:调查、访谈和文献。为了进行数据分析,研究者使用了统计产品和服务解决方案(SPSS)。在本研究中,采用描述性和相关性方法。描述性分析包括计算每个组成部分的频率、比例和百分比值。R值为0.791,表明预测因子(项目领导、在职培训、项目团队动机)与因变量(LtP项目绩效)之间存在较强的正相关关系。R平方值为0.625,表明LtP项目绩效中大约62.5%的可变性是由预测变量(项目领导、在职培训、项目团队动机)的组合来解释的。为提高卢旺达“通过游戏学习”(LtP)项目的绩效,建议根据团队成员的需求定制在职培训模块,实施持续改进的反馈机制,在金钱激励之外建立结构化的认可和奖励制度,通过团队建设活动营造支持性的团队环境,投资于项目负责人的领导力培训,优先考虑公开和透明的沟通,以确保明智的决策。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Project Team Empowerment and Performance of Learning through Play Project in Rwanda
The business world is becoming more and more rapid and competitive. Rapid technological progress is being made. There has been a rise in the number of businesses and employees. Better job performance and more motivation are two ways in which empowering workers may help businesses and their bottom lines. The general objective of this study was to assess the influence of project teams on performance of learning through play project in Inspire Educate and Empower Rwanda. The public and private sector in Rwanda, particularly in the domain of project management, faces significant challenges in achieving successful and efficient project outcomes. Instances of failed projects, delayed contracts, inactive assets, non-compliance with taxation laws, and budget absorption challenges have been observed. Specifically, the study had the following objectives: examine the effect of in-service trainings on performance of Learning through Play project of Inspire Educate and Empower Rwanda, assess the effect of project team motivation on performance of learning through Play project of Inspire Educate and Empower Rwanda and determine the effect of project team leadership on performance of learning through play project in Inspire Educate and Empower Rwanda. For this study, the population was 216 project staff of learning through play project in Inspire Educate and Empower Rwanda. The sample size was determined by the help of Solvin (1960) formula. The use of formula with the given dataset results in a sample size of 140. The study used the following instruments for data collection: a survey, interviews, and documentary. To conduct data analysis, the researcher employed the Statistical Products and Service Solutions (SPSS). In this study, a descriptive and correlational approach were utilized. Descriptive analysis involved calculating the frequency, proportion, and percentage values for each component. The R value is 0.791, indicating a strong positive correlation between the predictors (project leadership, in-service trainings, project team motivation) and the dependent variable (performance of the LtP project). The R Square value, which is 0.625, signifies that approximately 62.5% of the variability in the performance of the LtP project is explained by the combination of the predictor variables (project leadership, in-service trainings, project team motivation). To enhance the performance of the Learning through Play (LtP) project at Inspire Educate and Empower Rwanda, it is recommended to customize in-service trainings modules based on team members' needs, implement a feedback mechanism for continuous improvement, establish a structured recognition and rewards system beyond monetary incentives, foster a supportive team environment through team-building activities, invest in leadership training for project leaders, and prioritize open and transparent communication to ensure well-informed decision-making.
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