Lecture Slides Flashcards

(47 cards)

1
Q

Leadership

A

A process of social influence, which maximises the efforts of others toward the achievement of a greater good

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2
Q

Iowa Studies

A

Divided leadership into laissez-faire, democratic, and autocratic. Democratic led to the highest satisfaction

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3
Q

Machine learning

A

Answers the question of how to build computers that improve automatically through experience

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4
Q

Target

A

What you are trying to predict (DV)

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5
Q

Feature

A

What you are using to predict (IV, moderator, mediator)

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6
Q

Supervised vs. unsupervised learning

A

You train the model with the right answer (labelled data), or without (unlabelled data)

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7
Q

Accuracy

A

Percentage of predictions that the model made accurately

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8
Q

Training dataset

A

Dataset used to teach the model

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9
Q

Test dataset

A

The dataset where the model is applied to

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10
Q

Supervised learning

A

Regression or classification. You input raw data with labels

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11
Q

Unsupervised learning

A

Clustering, dimensionality reduction, or association rules. You input raw data

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12
Q

Underfitting

A

Model assumes that only one/few things matter and therefore might miss out other important aspects

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13
Q

Overfitting

A

Model is too tailored to the training dataset and therefore might perform well on them but less so on the test data

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14
Q

Inequality

A

Unequal access to opportunities

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15
Q

Equality

A

Evenly distributed tools and assistance

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16
Q

Equity

A

Custom tools that identify and address inequality

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17
Q

Justice

A

Fixing the system to offer equal access to both tools and opportunities

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18
Q

FAST-principles

A

Fairness, accountability, sustainability, and transparency

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19
Q

Ringelmann effect

A

The average performance of individual group members decreases as group size increases

20
Q

Group performance

A

Actual group performance is equal to a group’s potential minus its process losses and plus its process gains

21
Q

Team psychological safety

A

Shared belief that the team is safe for interpersonal risk-taking. For instance, asking for help, admitting mistakes, and expressing divergent opinions

22
Q

Management

A

Provides consistency and order. Includes planning and budgeting, organising and staffing, and controlling and problem solving

23
Q

Leadership

A

Mobilises people and/or their ideas. Includes establishing direction, motivating and inspiring, and aligning people

24
Q

Virtual team resilience

A

Consists of virtual team potency, mental model of teamwork, capacity to improvise, and psychological safety

25
In-group
Trusted followers to who leader pays more attention
26
Out-group
Followers who get less attention, time, and rewards. The relationship between a leader and out-groups are more formally set than those between a leader and in-groups
27
Threat appraisals
Avoidance-oriented responses
28
Professionalisation
Formation of certain cultures, attitudes, norms, and developments within and between professional groups
29
Digitalisation
The introduction of algorithmic, AI-based, data analytics into work practices
30
Architectural innovation
A significant improvement on a product that aims to sustain the position in an existing market
31
Disruptive innovation
Technology or new business model that disrupts the existing market
32
Incremental innovation
Gradual, continuous improvements on existing products and services
33
Radical innovation
Technological breakthrough that transforms industries, often creates a new market
34
Well-being
A broad concept referring to people's evaluations of their lives and to their "optimal" psychological functioning and experiences
35
Well-being (hedonic view)
Pleasure or happiness, referred to as subjective well-eing including low levels of negative affect and high levels of life satisfaction
36
Well-being (eudaimonic view)
Personal growth and self-realisation, authenticity, and personal expressiveness and pursuit of meaning in life
37
Technostress
Stress caused by the use of information and communication technologies (ICTs). Key symptoms are tech overload, tech invasion, tech complexity, and tech insecurity
38
Tech overload
Too much information
39
Tech invasion
No boundaries between work/life
40
Tech complexity
Difficulty using systems
41
Tech insecurity
Fear of being replaced or left behind
42
Artificial intelligence
A collection of computer-assisted systems for problem solving and task performance
43
Employee well-being
Encapsulates the health triangle, physical, mental, and social
44
Performance goal orientation
Indicates an individual's motivation to demonstrate competence in front of others
45
Help-seeking
I.e. soliciting assistance from their colleagues. One of newcomers' proactive socialisation behaviours. It entails psychological costs such as admitting one's incompetence, potentially threatening the newcomer's image
46
Resilience
Refers to bouncing back from disruption and maintaining functioning when facing work stress. It enhances work engagement through high positive emotions (PE) and low negative emotions (NE)
47
Emotional inertia
Reflects impaired emotion regulation. It is defined as the degree to which emotional deviations from the mean level are persistent. Higher emotional inertia means it takes longer time to recover from emotional disruptions