Topic 6 (Chapt. 18) Flashcards

1
Q

Define ‘group’

A

Two or more people who act together to achieve common aims or goals.

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2
Q

Define ‘social aggregate’

A

A class or order of people who share certain characteristics bit do not necessarily share goals

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3
Q

Give an example of group membership

A

Formal/permanent group overlapped with informal/permanent group (have lunch with work friends), overlapped with formal/temporary (seconded one day a week to special project)

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4
Q

Define ‘security’

A

Belonging to a group may make us feel safer against external threats

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5
Q

Define ‘task complexity’

A

Belonging to a group may allow combinations of specialists to tackle tasks tha, individually, they would not normally tackle.

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6
Q

Define ‘social interaction’

A

Belonging to a group may help satisfy a need for human company

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7
Q

Define ‘proximity’

A

Belonging to a group sometimes happens simply because members find themselves located physically near each other

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8
Q

Define ‘exchange’

A

Belonging to a group sometimes depends on a cost-benefit calculation made continually by members

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9
Q

Define ‘synergy’

A

The whole group’s performance is greater than the sum of its equal parts

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10
Q

Explain group vs individual performance

A

Individuals can be motivated by the presence of others because of:

  • the sheer stimulating effect of other people
  • self-presentation, or the desire to show others how good you are (competition)
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11
Q

Define ‘social loafing’

A
The tendency of some group members to put in less effort if they believe that their underperformance will not be noted - the phenomenon of one group member
Can be prevented by:
- Limiting scope of the project
- Reducing group size
- Running peer evaluations
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12
Q

Define ‘role’

A

An unexpected behaviour

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13
Q

Define ‘task role’

A

Relates to the functional or technical nature of work

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14
Q

Define ‘socio-emotional role’

A

Relates to the interpersonal aspects of work

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15
Q

Define ‘destructive role’

A

Causes conflict and ineffectiveness in work situations

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16
Q

Outline some roles played in groups

A

Task roles:
Brainstormer, expert, judge, devil’s advocate, representative, implementer, ringmaster, memory
Socio-emotinal roles:
- encourager, peacemaker, tension reliever, confronter
Destructive roles:
- hisher, personaliser, recognition seeker, victim, blocker, shelver, distractor, aggressor, shadow, special-interest pleader

17
Q

Define ‘formal norms’

A

An explicit rule-governing behaviour

- workers show up for work on time, observe safety rules

18
Q

Define ‘informal norm’

A

An implicit rule-governing behaviour

- workers often refer to each other by nicknames, workers in this group always sit together for lunch

19
Q

Define ‘group think’

A

A pattern of defective decision making seen in groups

20
Q

Define ‘Abilene paradox’

A
The behaviour effect which occurs when organisations and individuals frequently take actions in contradiction to what they really want to do and therefore defeat the very purposes they are trying to achieve.
Ways to reduce e.g.:
- examine alternatives, generate contingency plans
- appoint devil's advocate
- increase group size, hetrogenity
- remove physical isolation
- de external reality checking
- eliminate competition with other group
21
Q

List some similarities between sports teams and work teams

A
  • Both share need to train and prepare before going into action, share need to coordinate and comminicate
  • Benefit from goal setting
  • A coach/leader can use exhortation to lift the morale
  • When everyone is working together harmoniously can be a pleasent experience
22
Q

List the strenghts of ‘teams’

A
  • good at generating ideas
  • recalling informaiton
  • deploy multiplicity of task and socio-emotional roles
  • represent the advent of democracy in the workplace
  • the excerise of authoritian power by individuals may become harder when groupsact as counterveiling power
  • if all relevant decisions makers are presentin a group, then obviously it can be much easier to coordinate operations.
  • teams represent a form of organisational redesign
  • decisions and solutions can be more creative
  • risks can sometimes be managed more competently within teams
  • motivation can be increased through participation
23
Q

List the weaknesses of ‘teams’

A
  • not needed for routine decisions or tasks
  • not always good at solving problems that require long chains or decisions and solutions
  • ineffective teams allow disruptive role-playing to become significant and even dominate
  • everyone is expected to be a team player, but not everyone is
  • cliques, factions or teams-within-teams may dominate
  • intra-group squabbling
  • a mediocre or disastrous team will produice low-quality high risk decisions and solutions
  • teams can be slow and costly
24
Q

Define ‘virtual team’

A

A work group whose indivual memners are located in widely dispersed locations

25
Q

List the ‘positive impacts’ of virtual teams

A
  • learn new things/develop new skills, greater task identity, greater autonomy, better feedback, supportive work environment, less wasted time, reduced uncertainty confusion
26
Q

List the ‘negative impacts’ of virtual teams

A
  • potential for underload or overload, excessive responsibility, increased fear failure, need to police others, loss of richness in interaction, high dependance on technology
27
Q

What are some points to remember when ‘communicating with others in the group/team?

A
  • be aware of why people join and leave groups; preconditions for social loafing and strive to reverse them; act and speak to reverse those preconditions; act and think to reinforce healthy formal and informal norms; be aware of pitfalls and advantages of virtual teams; learning and practice interpersonal skills