MGT 300 Everything quizlet for the final

0.0(0)
studied byStudied by 0 people
0.0(0)
full-widthCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/213

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

214 Terms

1
New cards

Motivation

The level, direction, and persistence of effort expended at work.

2
New cards

Maslow's Hierarchy of Needs

A theory proposing that human needs progress from lower-order (physiological, safety, social) to higher-order (esteem, self-actualization).

3
New cards

Lower-Order Needs

Physiological, safety, and social needs that focus on basic survival and security.

4
New cards

Higher-Order Needs

Esteem and self-actualization needs involving psychological growth and fulfillment.

5
New cards

Opportunities for Need Satisfaction (Maslow)

Work environments can meet needs through relationships, safe conditions, fair pay, meaningful work, promotions, and responsibility.

6
New cards

Existence Needs

Desires for physiological and material well-being.

7
New cards

Relatedness Needs

Desires for satisfying interpersonal relationships.

8
New cards

Growth Needs

Desires for continued psychological development.

9
New cards

Need for Achievement (nAch)

Desire to do something better, solve problems, and master difficult tasks.

10
New cards

Work Preferences of High Achievers

Want individual responsibility, challenging achievable goals, and performance feedback.

11
New cards

Need for Power (nPower)

Desire to control, influence, or be responsible for others.

12
New cards

Personal Power

Power used for personal gratification.

13
New cards

Social Power

Power used to help people and groups achieve goals.

14
New cards

Need for Affiliation (nAff)

Desire to establish and maintain good relationships with others.

15
New cards

Hygiene Factors

Job context factors (pay, working conditions); reduce dissatisfaction but don't increase motivation.

16
New cards

Motivator Factors (Satisfiers)

Job content factors (responsibility, recognition) that increase job satisfaction and motivation.

17
New cards

Job Design

The allocation of specific tasks to individuals or groups.

18
New cards

Job Enrichment

Adding opportunities for planning and controlling work to satisfy higher-order needs.

19
New cards

Core Job Characteristics Model

Model listing five job characteristics that increase meaningfulness, responsibility, and knowledge of results.

20
New cards

Skill Variety

Degree to which a job requires different skills.

21
New cards

Task Identity

Degree to which a job requires completion of a whole, identifiable piece of work.

22
New cards

Task Significance

Impact of the job on others or the organization.

23
New cards

Autonomy

Freedom and discretion in scheduling and performing work.

24
New cards

Feedback

Clear information about performance effectiveness.

25
New cards

Equity Theory

Idea that people compare their inputs and outcomes to others to determine fairness.

26
New cards

Perceived Negative Inequity

Feeling under-rewarded, leading to reduced effort or quitting.

27
New cards

Perceived Positive Inequity

Feeling over-rewarded, leading to increased effort to restore equity.

28
New cards

Expectancy Theory

motivation = expectancy × instrumentality × valence.

29
New cards

Expectancy

Belief that effort will lead to performance.

30
New cards

Instrumentality

Belief that performance will lead to rewards.

31
New cards

Valence

Value a person assigns to rewards.

32
New cards

Manager Use of Expectancy Theory

Managers maximize expectancy, instrumentality, and valence through training, clear rewards, and individualized incentives.

33
New cards

Goal-Setting Theory

Well-set goals provide direction, clarify expectations, and motivate improved performance.

34
New cards

Effective Goal-Setting Principles

Set specific, realistic, challenging goals; build commitment; clarify priorities; provide feedback; allow participation.

35
New cards

Law of Effect

Behaviors followed by pleasant consequences are repeated; unpleasant consequences reduce behavior.

36
New cards

Operant Conditioning

Using rewards or consequences to influence behavior.

37
New cards

Positive Reinforcement

Strengthening behavior by giving a pleasant consequence (praise, rewards).

38
New cards

Negative Reinforcement

Strengthening behavior by removing an unpleasant consequence.

39
New cards

Punishment

Discouraging behavior by applying an unpleasant consequence.

40
New cards

Extinction

Removing a positive consequence to reduce an undesirable behavior.

41
New cards

Law of Contingent Reinforcement

Reward only when desirable behavior occurs.

42
New cards

Law of Immediate Reinforcement

Give the reward immediately after the behavior occurs.

43
New cards

Shaping

Reinforcing small steps toward a desired behavior.

44
New cards

Team

A collection of people with complementary skills working together toward shared goals while holding each other mutually accountable.

45
New cards

Teamwork

The process of people actively working together to accomplish common goals.

46
New cards

Synergy

A whole that exceeds the sum of its parts; team output is greater than individual contributions.

47
New cards

Social Loafing

The tendency of some people to avoid responsibility and free-ride in groups.

48
New cards

Ways to Reduce Social Loafing

Reward individuals, keep team size small, use peer pressure, and assign interesting tasks.

49
New cards

Formal Teams

Officially recognized and supported by the organization (departments, work units, divisions).

50
New cards

Informal Groups

Groups that form naturally from coworker relationships (friendship groups, interest groups, support groups).

51
New cards

Manager Roles in Teams

Managers play multiple roles such as team leader, facilitator, coach, or liaison.

52
New cards

Virtual Teams

Teams that work together using technology from different locations.

53
New cards

Steps for Successful Virtual Teams

Select self-starting members, begin with social connection, assign clear goals/roles, gather ongoing feedback, and provide strong technology and updates.

54
New cards

Self-Managing Teams

Teams whose members collectively make decisions about task assignments, membership, evaluations, and quality control.

55
New cards

Team Effectiveness Output Goals

Task performance, member satisfaction, and team viability.

56
New cards

Team Diversity

A mix of skills, experiences, backgrounds, and personalities.

57
New cards

Homogeneous Teams

Teams whose members share similar characteristics.

58
New cards

Heterogeneous Teams

Teams with members who differ in personal characteristics.

59
New cards

Team Effectiveness Formula

Team Effectiveness = Quality of Inputs + (Process Gains - Process Losses).

60
New cards

Membership Composition

The skills, experience, personality, and diversity makeup of a team.

61
New cards

Nature of Task

Whether a task is clear and structured or open-ended and complex.

62
New cards

Organizational Setting

The resources, information, technology, and environment available to a team.

63
New cards

Ideal Team Size

5-7 members for most creative tasks.

64
New cards

Team Process

How team members work together using talent and inputs to produce desired outputs.

65
New cards

Team IQ

A team's collective ability to perform well using talent and emotional intelligence.

66
New cards

Stages of Team Development

Forming, Storming, Norming, Performing.

67
New cards

Forming Stage

Members are oriented, polite, and seeking direction.

68
New cards

Storming Stage

Members experience conflicts over roles and expectations.

69
New cards

Norming Stage

Members develop cohesion, shared norms, and collaboration.

70
New cards

Performing Stage

Team functions smoothly and effectively to achieve goals.

71
New cards

Process Maturity Criteria

Measures the readiness and development of a team as it moves through stages.

72
New cards

Norms

Expected behaviors of team members.

73
New cards

Performance Norms

Shared expectations regarding effort and performance.

74
New cards

Team Virtuousness

Collective norms promoting optimism, forgiveness, trust, compassion, and integrity.

75
New cards

Cohesiveness

Degree to which members are attracted to and motivated to stay in the team.

76
New cards

High Cohesiveness

Increases conformity to norms; produces strong outcomes depending on whether norms are positive or negative.

77
New cards

Decentralized Communication Network

All members communicate directly; best for complex tasks.

78
New cards

Centralized Communication Network

Members communicate through a hub or leader; best for simple tasks.

79
New cards

Restricted Communication Network

Subgroups fail to communicate well, often leading to conflict and poor performance.

80
New cards

Task Activities

Actions directly contributing to accomplishing the task.

81
New cards

Maintenance Activities

Actions supporting team morale, cohesion, and member well-being.

82
New cards

Distributed Leadership

Leadership shared among team members through task and maintenance behaviors.

83
New cards

Team Building

Activities used to diagnose issues, enhance performance, and strengthen team dynamics.

84
New cards

Decision Making

Process of choosing among alternatives.

85
New cards

Consensus

Most members favor a decision and the others agree to support it.

86
New cards

Groupthink

A highly cohesive team's tendency to suppress critical thinking to maintain harmony, leading to poor decisions.

87
New cards

Conflict

A disagreement over issues or emotional antagonism.

88
New cards

Substantive Conflict

Disagreement over goals, resources, policies, procedures, etc.

89
New cards

Emotional Conflict

Conflict driven by anger, dislike, fear, resentment, or personality clashes.

90
New cards

Avoidance

Pretending a conflict does not exist.

91
New cards

Conflict Management Styles

Competition, Accommodation, Avoidance, Compromise, Collaboration.

92
New cards

Collaboration (Problem Solving)

High cooperation and high assertiveness; best for true conflict resolution.

93
New cards

Avoidance Use Case

When issues are trivial or cooling off is needed.

94
New cards

Competition

Used for quick, decisive action or unpopular but necessary decisions.

95
New cards

Accommodation

Used when the issue matters more to others or to build goodwill.

96
New cards

Compromise

Used for temporary settlements or when time is limited.

97
New cards

Social Capital

The capacity to attract support and help from others in order to get things done.

98
New cards

Communication

The process of sending and receiving messages with meanings attached.

99
New cards

Interpersonal Communication Model

A process where a sender encodes a message, sends it through a channel, and a receiver decodes it, then provides feedback.

100
New cards

Effective Communication

Occurs when the receiver's perceived meaning matches the sender's intended meaning.

Explore top flashcards