Building, motivating, rewarding and coaching a team (Proceedings)

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Rule one: Find each team member's strength.

Rule one: Find each team member's strength

• The wrong player in the wrong position you lose field position

•The wrong player in the right place, cause frustration

•The right player in the wrong place equals confusion

•The right player in the right place equals progression

•The right players in the right places equals a score

To do list one-Identify your veterinarians strengths

•Evaluate your veterinarians in the following areas: medicine, surgery, dentistry, radiology team leadership, management

•Modify schedule, job description to reflect their strengths

•Set a deadline date

Rule two: If you are coaching a team, your players are your only asset

Rule three: Training and ideas will only take you so far

•Everyone has an attitude

•Everyone is motivated

Rule four: You can coach a lot

•You can't coach nice

•You can't coach speed

•You can't coach smart

Rule five: Praise, praise, praise

•Have a good attitude

•Always give your best

•Support the people on your team

•Praise

Rule six: You can't change a player, you can change the team

To do list two- Identify the team member you want to replace

•Have meeting with Hospital manager

•Review your employee data

•Set a date for dismissal

Rule seven: Know what the team lacks

To do list three – Define what your team lacks

•Develop a written evaluation of your teams strengths and weakness

•Produce a job description for the person, and position you need

•Set a deadline for completion

Rule eight: You can't be a superstar by yourself

•Ego, what happens if your team quits blocking

•Insecurity

•We don't know

•Temperament

Rule nine: The ball always finds the weakest player

If you don't fix the weakest player what happens?

•Everyone on team knows who the weak players are

•The stronger players have to carry the weaker players

•The strong players resent the weak players

•The strong players become less effective

•The stronger players start to doubt the coach

Winners avoid

•People who never do what they say they will

•People who push their work on you

•People who are late all the time

•People who are always too busy

To do number four: Identify the weakest player on the team

•Define the problem: is it her or is it you.

•Has she/he been trained properly

•Establish training program

•Establish a deadline

•No improvement replace the player

Rule ten: You have to have a player that ignites the rest of the team

Characteristics of gamers

•They can see the field, they are intuitive

•They can communicate, when a player needs a "Stroke" when they need a "push"

•They are passionate

•They have gifts and they share them

•They do what other don't or can't do

•They are responsible for their actions

•They will give the ball to their teammates

•They lead

To do five: Find your own Michael Jordan

Rule eleven: It take's good players, with good attitudes to win games

To do six: Evaluate "your" Attitude

Rule twelve: You have to pay the price in August

•Every team member must pay the price

•What did your players do for you today "as long as you're green, you are growing. As soon as you're ripe, you start to rot

•The price always increases if you want to climb the ladder

•The price never gets less

Rule thirteen: You cannot tolerate a player with a "man, it's not my job attitude."

Rule fourteen: If you don't keep score no one cares who wins.

The scoreboard is

•Essential to understanding where you are in the game

•The reason you make decisions

•Is essential to winning

Rule fifteen: You will not win a championship by luck

•Luck is when preparation meets opportunity

Rule sixteen: You are only as good as your eighteenth player

•You may be on the bench today, you may start tomorrow

•The better the bench, the more successful the starter

•There are more bench players than starters

•A bench player, "designated hitter" may be more important than a starter

•A strong bench gives the leader more options

•The bench is usually called upon at critical times

Rule seventeen: you cannot delegate leadership

•A leader gives ownership

•A leader creates an environment where each team member wants to be responsible

•A leader coaches the development of personal capabilities

•A leader learns and changes quickly, and encourages others to do the same

•A team is not a democracy

Rule eighteen: nothing builds morale like winning

•Investigate why you are losing

•Create energy

•Celebrate small victories

•Make changes

To do seven: Create opportunities for small victories

•Set daily goals versus monthly, quarterly, or yearly

•Establish goals that the team can effect: rechecks, fecals, senior wellness

•Deadline: next month

Rule nineteen: you share more than uniforms

•What is the vision, the goal

•Like values

•Standards

•A bond

To do eight: Establish a mission, standards of care

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