Open Access. Powered by Scholars. Published by Universities.®

Other Business Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 5 of 5

Full-Text Articles in Other Business

Nonprofit Leader Experiences In Sector-Bending After Lean Six Sigma Training: Tension, Concepts, And Changed Behaviors, Beverly Codallos Mar 2024

Nonprofit Leader Experiences In Sector-Bending After Lean Six Sigma Training: Tension, Concepts, And Changed Behaviors, Beverly Codallos

Dissertations

Government, business, and nonprofit represent three distinct types of organizations governed by different legal frameworks designed to facilitate collective action (DiMaggio & Anheier, 1990). The emergence of hybrid forms and increasing isomorphic pressures in the nonprofit sector (Bromley & Meyer, 2017; McCambridge, 2014) have challenged the traditional separation of organizational forms. This study explored the phenomenon popularized as sector-bending, “a wide variety of approaches, activities, and relationships that are blurring the distinctions between nonprofit and for-profit organizations, either because they are behaving more similarly, operating in the same realms, or both” (Dees & Anderson, 2003, pg. 16). This qualitative study …


Developing A Leadership Curriculum 'Innovation, Creativity And Leadership', Pamela Zh Pauwels May 2017

Developing A Leadership Curriculum 'Innovation, Creativity And Leadership', Pamela Zh Pauwels

Creativity and Change Leadership Graduate Student Master's Projects

Growth and innovation are key drivers to a company’s long-term success. Creativity (creative thinking) is a necessary condition for innovation. Supervisors and managers who are able to build a positive work environment that enables creative and innovative behavior have a competitive advantage. This Master's project focuses on the development of an in-company leadership curriculum to provide leaders and supervisor with theoretical background and a “ toolbox ” to develop their own and their team’s innovative and creative behavior. A pilot version of curriculum was well received and validated the need to gain more understanding on the topic of creativity and …


Blue The Bee Learns To Be Happy, Connie Reimers-Hild, Deborah J. Weitzenkamp, Connie Reimers-Hild, Kim Wellsandt Feb 2017

Blue The Bee Learns To Be Happy, Connie Reimers-Hild, Deborah J. Weitzenkamp, Connie Reimers-Hild, Kim Wellsandt

Kimmel Education and Research Center: Faculty and Staff Publications

Do you sometimes feel sad or blue and don't know what to do? If so, this book was written just for you!

Join Blue the Bee as she travels through Happy Orchard meeting her friends (Flutter, Buzz, Bonita and Ernie) to learn the 7 Happiness Habits. When happiness is a habit, it comes without thinking. You can choose how to spend your day and use your time. You choose how to live your life and what is on your mind.

Each page was designed to enjoy at any age. People can become pollinators of happiness in any life stage!

This …


7 Tips To Grow Your Rural Business With Purpose And Meaning, Connie I. Reimers-Hild, Alyssa Dye May 2015

7 Tips To Grow Your Rural Business With Purpose And Meaning, Connie I. Reimers-Hild, Alyssa Dye

Community Vitality Initiative Collections

No one can predict the future; however, rural entrepreneurs and business owners can use a future-focused leadership approach, which includes examining megatrends, to shape the future of their businesses. Megatrends are global shifts that influence society, the economy and the environment. The purpose of this article is to help rural entrepreneurs discover ways to grow their businesses with Living with Purpose and Meaning Megatrend.


Investigating Virtual Worlds, Patricia D. Sobczak Jan 2013

Investigating Virtual Worlds, Patricia D. Sobczak

VCU Libraries Faculty and Staff Presentations

The global phenomena of online gaming engages millions of people, some playing over 45 hours a week - the equivalent of a second full-time job. Our children are logging over 10,000 hours of gaming time before they are 21 years old; the equivalent of the time children spend in formal classrooms from grades five through 12. Players in one of the most popular online games have logged over 5.3 million years of play time since 2004.

These statistics show that virtual worlds, including online games, have become an important component of modern culture, but their impact on society has yet …