Midterm 2 - Ch. 5 Flashcards

(21 cards)

1
Q

Learning

A

Relatively permanent change in knowledge or behavior that results from practice or experience

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2
Q

Operant conditioning

A

Describes how learning takes place when the learner recognizes the connection between a behavior and its consequences

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3
Q

Antecedents

A

Anything that tells employees about desired and undesired behaviors and their consequences

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4
Q

Positive reinforcement

A

Administering positive consequences to employees who perform the behavior

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5
Q

Negative reinforcement

A

Removing negative consequences when employees perform the behavior

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6
Q

Extinction

A

Removing what is currently reinforcing the behavior

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7
Q

Punishment

A

Administering negative consequences to employees who perform the behavior

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8
Q

Organizational behavior modification (OB Mod)

A

Systematic application of the principles of operant conditioning for teaching and managing organizational behavior

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9
Q

Steps in OB Mod

A
ID important OB
Measure frequency of behavior
Analyze antecedents and consequences
Intervene
Evaluate for performance improvement
Problem solved? (N > back to ID or Intervene; Y > maintain intervention)
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10
Q

Social cognitive theory

A

Learning theory that takes into account the fact that thoughts and feelings influence learning

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11
Q

Vicarious learning

A

Learning that occurs when 1 person (learner) learns a behavior by watching another person (model) perform the behavior

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12
Q

Conditions for vicarious learning

A

Observes the model when the model is performing the behavior
Accurately perceives model’s behavior
Must remember the behavior
Must have the skills and abilities to perform the behavior
Must see that the model receives reinforcement for the behavior in question

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13
Q

Self-efficacy

A

Person’s belief about his/her ability to perform a particular behavior successfully (acts as moderator)

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14
Q

Experiential learning

A

Learning by doing; direct involvement in subject matter

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15
Q

Creativity

A

Generating an idea about a product, process, or procedure that is 1. novel (new to the org), 2. useful to the org

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16
Q

Innovation

A

Implementation of the creative idea

17
Q

Creative process

A
Recognition of a problem or opportunity
Information gathering
Production of creative ideas
Selection of creative ideas
Implementation of creative ideas
18
Q

Basic tenet

A

Behavior is a function of the person and the environment

19
Q

Determinants of creativity (employees)

A

Individual differences
Task-relevant knowledge
Intrinsic motivation

20
Q

Determinants of creativity (organization)

A

Level of autonomy
Form of evaluation
Reward system
Importance of a task

21
Q

Learning organization

A
Organizational learning (open to ideas)
Knowledge management