Chapter 8 - Training Human Resources Flashcards

1
Q

Define “Training”.

A

-Process whereby people acquire capabilities to perform jobs.
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2
Q

Define “Knowledge Management”.

A

-The way an organization identifies and leverages knowledge to be competitive.
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3
Q

Define “Learning Culture”.

A

-A work environment that encourages employees to share their individual knowledge, skills, and experiences with their coworkers.
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4
Q

Define “Orientation”.

A

-Planned introduction of a new employee to their jobs, coworkers, and the organization.
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5
Q

Define “Instructional Systems Design”.

A

-A step-by-step process to ensure that the right learning materials are provided to the right people at the right time.
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6
Q

Define “Self-Efficacy”.

A

-People’s belief that they can successfully learn the training program content.
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7
Q

Define “Adult Learning”.

A

-Ways in which adults learn differently than do younger people.
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8
Q

Define “Active Practice”.

A

-Trainees perform job-related tasks and duties during training.
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9
Q

Define “Behavioral Modeling”.

A

-Copying someone else’s behavior.

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10
Q

Define “Reinforcement”.

A

-Based on the idea that people tend to repeat responses that give them some type of positive reward and to avoid actions associated with negative consequences.
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11
Q

Define “Immediate Confirmation”.

A

-Based on the idea that people learn best if they receive reinforcement and feedback as soon as possible after training.
Page 278

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12
Q

Define “Informal Training”.

A

-Training that occurs through interactions and feedback among employees.
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13
Q

Define “On-the-Job Training”.

A

-The most common training because it is flexible and relevant.
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14
Q

Define “E-Learning”.

A

-Use of web-based technology to conduct training online.

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15
Q

Define “MOOCs”.

A

-Massive Open Online Courses

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16
Q

Define “Simulations”.

A

-Reproduce parts of the real world so that they can be experienced and manipulated, and learning can occur.
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17
Q

Define “Games”.

A

-Exercises that entertain and engage.

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18
Q

Define “M-Learning”.

A

-The use of mobile technology to conduct training.

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19
Q

Define “Blended Learning”.

A

-Learning approach that combines short, fast-paced, interactive computer-based lessons and teleconferencing with traditional classroom instruction and simulation.
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20
Q

Define “Cost-Benefit Analysis”.

A

-Comparison of costs and benefits associated with training.

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