... Abstract A training program that is well-designed is proven to achieve maximum results and meet the training needs identified during a training needs analysis. A well-executed training program will increase overall productivity and provide the knowledge, skills, and attitudes the employees need to perform successfully. This paper presents considerations for the design of a two-phase training program for existing employees – a two (2) day program, which covers the training needs to move the company in the right direction. The following topics include a design of a two (2) day training program, training needs and the approach used to meet these needs, the training objective, training costs, and the training methods used to deliver the training program. Design a two (2) day training program for a group of twenty (20) employees. A two (2) day training program for a group of twenty (20) employees has been created to increase employee performance and morale. Day one (1) of the training will be focused on performance improvement. This day will be dedicated to the customer service experience and delivering the “WOW” factor to the organizations customers, understanding emotional intelligence, effective listening, and dealing with irate customers. There will be a main facilitator and special guests during the two (2) day training program to us help reach our goals....
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...Emotional intelligence is ability to understand our own emotions and those of others and to apply this information to our daily lives (Lilienfeld, Lynn, Namy, Woolf, 2009). It’s the ability to perceive, understand, manage and use emotions to guide thoughts and actions (Goldman, 1996). Besides that, according to three studies about emotional intelligence and its influences on academic performance, people can also know that emotional intelligence is also a predictor of academic performance and studying success. All three articles did describe three different study methods and different goals; however, they all practiced on college student. The first study, “The role of trait emotional intelligence in academic performance and deviant behavior at school”, is about trait relationship between emotional intelligence and cognitive ability and academic performance. For examples, student with high emotional intelligence are likely to absence and excluded from school and most emotional intelligence effects continue to exits even when that person has controlling their personality variance (Petrides, Frederickson & Furnham, 2002). The second article, “Trait emotional intelligence and preference for intuition and deliberation: Respective influence on academic performance”, considers about the role of trait emotional intelligence and preference for intuition and deliberation in short-term academic performance. Its results are relationships between trait emotional intelligence, preference for...
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...experience, and the time that you are able to dedicate to your studies, you may be able to accelerate your progress. If you wish to do so, please consult with your course mentor. Week 1 Activity Read the following chapter in Management Learning Resource or Site Chapter 1 (“Innovative Management for a Changing World”) Complete the chapter review discussion questions and activities Watch the OTJ Video (“Camp BowWow”) Camp BowWow Complete the OTJ Video Assessment Camp BowWow Assessment Complete Interactive Quiz 1 Interactive Quiz 1 Complete the Aplia Assignment-Innovative Management for a Changing World Aplia Assignment Read supplemental articles Zenger: Leadership Excellence Hargis: Examining the Role of Transactional and Transformational Leadership Across Contexts Business Read the following chapter in Management Chapter 2 (“The Evolution of Management Thinking”) Watch the OTJ Video (“Barcelona Restaurant Group”) Barcelona Restaurant Group Barcelona Restaurant Group Assessment Complete the OTJ Video...
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...The Benefits of Playing Video Games Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels Radboud University Nijmegen Video games are a ubiquitous part of almost all children’s and adolescents’ lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored...
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...Do Video Games Benefit Children? Video games are the fastest growing entertainment in the world, becoming more lifelike, complex and common in nature. Today, 91% of children between the ages of 2-17 play video games (NPD Group, 2011). Engaging in video games have several benefits such as, cognitive skills, social skills, motivation skills, and emotional skills. However, research shows that there may be long-term effects as well. The Debate of video games has been going on for roughly 35 years now. The controversy began in 1976 when the arcade game “Death Race” came out (based on the movie Death Race 2000). The game consisted of players running over “gremlins” (what was later found out to be pedestrians) while they yelled and sobbed. In 1992, one of the most controversial games “Mortal Combat” came to our screens with gory graphics such as severed heads, ripping out spines and hearts. It was one of the most popular game of all time. In 2007, “Bioshock” was criticized for allowing players to murder little girls that were turned into mutated monsters to get points. In 2011, “Bulletstorm” was introduced and said to be one of the worst games in the world. There’s an excess amount of profanity and is very gruesome as body parts splat all over the screen (Gross, CNN. 2013). Although there has been negative controversy about these games, research also shows the benefits and adverse effects of games in the same categories, (e.g., shooterames). Several training and research studies...
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...|[pic] |Syllabus | | |College of Social Science | | |PSY/300 Version 5 | | |General Psychology | | |Group MU13BSP04 | | |8/6/13-9/3/13 | | |Louis Battistone M.A., LMFT, RAS | | |909-239-2496 | Copyright © 2013, 2012, 2011, 2010, 2006 by University of Phoenix. All rights reserved. Course Description General Psychology is a survey course which introduces the student to the major topics in scientific psychology as applied to human behavior. Applications of these principles will...
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...Introduction In 1990, Mayer and Salovey wrote, 'Emotional Intelligence' (E I) which gave rise to this concept as a medium of individual assessment that accurately describes the attributions for responses to successes and failures in life. In 1995, Daniel Goleman wrote his popular follow-up to this work, entitled, Emotional Intelligence, Why it can Matter More than IQ. Here Goleman, expanded upon this concept and provided it with an often criticised and lay version of the earlier notions of Mayer and Salovey. This paper, concentrates largely on the works of Mayer and Salovey and Goleman as a tool to establishing the inherent link between emotion and intelligence. This paper will therefore begin by giving an overview of the origins of the concept of Emotional Intelligence and how these two attributes of the human condition are linked. There will be a description and critique of the meaning, distinctive nature and importance of E I. Following this, there will be exploration of Mayer and Salovey's four areas of E I, which are assessed on the basis of the MSCEIT ability test. These four areas will be compared with the five areas stated by Goleman and each will be critically assessed. Finally there will be a discussion of the practical applicability of E I to the education of adults and its relevance in various genres of the workforce. A. The Origins of E I 1. Emotion Mayer and Salovey stated that the traditional image of emotion is as a vice of human nature that is to be controlled...
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... Dept.of C.S.E ABSTRACT Is it possible to create a computer which can interact with us as we interact each other? For example imagine in a fine morning you walk on to your computer room and switch on your computer, and then it tells you “Hey friend, good morning you seem to be a bad mood today. And then it opens your mail box and shows you some of the mails and tries to cheer you. It seems to be a fiction, but it will be the life lead by “BLUE EYES” in the very near future. The basic idea behind this technology is to give the computer the human power. We all have some perceptual abilities. That is we can understand each others feelings. For example we can understand ones emotional state by analyzing his facial expression. If we add these perceptual abilities of human to computers would enable computers to work together with human beings as intimate partners. The “BLUE EYES” technology aims at creating computational machines that have perceptual and sensory ability like those of human beings. TABLE OF CONTENTS 1. INTRODUCTION...
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...nurture. Lots of people believe nature plays the larger part. A person’s genes can determine whether a person is predisposed to a disease or illness for example people who are born with genetic disorder such as Down syndrome have trouble with information processing. Their mental hardware, which are cognitive structures including different memories where information is stored, and their mental software, which are organized sets of cognitive processes that enable people to complete specific takes like reading sentences, playing video games, or hitting a baseball. These things will ultimately effect the way they grow up and the way they see and do things. A person who is affected with those types of diseases shows how nature can directly effect the development of an individual. A new technique called developmental genetic analysis is a procedure that examines the effects of genes throughout a person’s life. The technique concluded that a person’s intelligence is due about 50% to the genes they are born with. Furthermore, the nature debate is credible because of the genetic factors that support how people’s personalities and appearance develops, yet the nurture of a person ultimately overshadows the nature debate because...
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...during the Internet boom, and still compete in the software or hardware environment include Yahoo! Inc., Cisco Systems, Microsoft, and lastly Amazon.com Inc.. If the case was current, I believe it would give students a realistic look at the way computers can alter and disrupt the business landscape. It would include many course concepts including leader/follower dynamics, external environment analysis, as well as the different ways a company can bring new or old products and services to new or old markets. All of these companies are in a constant race with one another for market share, and while small competitive advantages can be leveraged into larger ones in a short time, they can be lost in that same time frame. The competition these companies face also exists among small firms operating in leaner capacities. Analyzing any of the above mentioned companies would allow students to be creative while providing an informative view of how these companies are hugely capable of changing the way everyone interacts with the world around us. Video Game Industry An example of a company in the video game industry would be Bungie. Bungie is a medium sized developer that experienced a large amount of success with their “Halo” IP. After finishing the series in 2010, the developer chose to pursue a new strategy and end their partnership with Microsoft. A case exploring the trends of the industry, dealing with a dedicated fan-base that can be resistant to change and how a...
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...* Impacts * Respect Chapter 2: * Team vs. Private Communication: Many-to-many and one-to-one respectively communication. Depends on if only a few need to hear it or many can hear it. * Telephone calls and video conferences: ambiguity and sensitivity * Written messages: low in richness, constraints and high in planning. * Asynchronous communication with high degree of control: email, blogs, podcasts * In business communication, written is more formal than spoken. * Leadership communication: being able to deliver bad news in a positive light, announce a merger with another company, urge employee to follow in the footsteps of other good ones. * Face-to-face: inefficient channel for scheduling something to a larger group of people. * Noise: barrier that interferes with achieved shared meaning * Types of noise: * Semantic- Strong emotions attached to words; two different meanings to the same phrase. * Physical- Outside noise, bad video call connection, etc. * Physiological- Hearing problems, sickness, memory loss, etc. * Psychological- Interference from ideas, emotions, and attitudes. * 4 Elements of interpersonal communication: * Communication process * Emotional Intelligence * Appropriate Communication Channels * Workplace Civility * Interpersonal skills are the skills that determine success *...
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...April J. LaytonPsychology Branz Narcissistic Personality Disorder Overview of the study Narcissistic Personality Disorder, NPD, in the Diagnostic and Statistical Manual of Mental Disorders- Fourth Edition describes that the foundation “lack of empathy” in NPD is entirely based on clinical observation and expert consensus. However, a similar apprehension and empirical, or publicly observed, evaluation of the criterion “lack of empathy” in this disorder are inadequate, making the intent in this study was to empirically determine compassion in patients with narcissism according to the DSM-IV. This disorder is a severe mental disorder with popular rates of up to 6% in general population, unrelenting functional impairment, and high suicide rates. This disorder was established as an individual foundation, criterion 8, in the DSM-III-R (1994), which explains the “inability to recognize and experience how others feel”. It was also affirmed in the DSM-IV and the DSM-IV-TR as criterion seven. More studies that have been based on the DSM-IV also uncovered low diagnostic accuracy of the criterion “lack of empathy”. The hypothesis is: the discrepancy is due to the fact that no theoretical constitute influences the NPD criterion “lack of empathy” in the DSM (1983), and so its assessment may be destitute. Participants Recruited were 47 inpatients that had been diagnosed with NPD by the Department of Psychiatry, Charité — Universitätsmedizin Berlin and contributing German...
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...lRole of Emotional Intelligence in Virtual Project Management Shazia Nauman MEM, MBA shaznaum@yahoo.com CASE, Pakistan Maliha Elahi, PMP, MCT malihaelahi@yahoo.com SPO, Pakistan Zeeshan Ahmed Bhatti xeeshan@gmail.com CASE, Pakistan Umair Khalid umair.khaled@gmail.com Ericsson,Pakistan Abstract- In today's competitive global environment, projects in organizations consist of cross-functional teams that are formed to utilize individual expertise. A project manager whose primary responsibility is to achieve project objectives deals these individuals. Since the rational and emotional aspects of a project vary in complexity, the role of the project manager is critical to project success. The objective of this study was to demonstrate linkages between emotional intelligence and the challenges faced by virtual project managers. The study will also show that there exists a multi tier relationship between Emotional Intelligence (EI) and challenges/elements of VPM. 1. INTRODUCTION Emotional Intelligence has its roots in the concept of "social intelligence", as first identified by E.L. Thorndike as early as in the early 1920s. The term Emotional Intelligence first appeared in a series of academic articles authored by John D. Mayer and Peter Salovey [1]. Goleman defined Emotional intelligence as a person’s self-awareness, self-confidence, selfcontrol, commitment and integrity, and a person’s ability to communicate, influence, initiate change and accept change [2,3]. In...
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...OVERVIEW OF CHAPTER This chapter focuses upon the manager as a feeling, thinking human being. It opens with a description of enduring personality characteristics that influence how managers perform their jobs, as well as how they view other people, their organizations, and the world around them. It then discusses how managers’ values, attitudes, moods, and level of emotional intelligence can impact the way they perform their job. The chapter closes with a discussion of organizational culture and explains how managers both create and influence it. LEARNING OBJECTIVES 1. Describe the various personality traits that affect how managers think, feel, and behave. (LO1) 2. Explain what values and attitudes are and describe their impact on managerial action. (LO2) 3. Appreciate how moods and emotions influence all members of an organization. (LO3) 4. Describe the nature of emotional intelligence and its role in management. (LO4) 5. Define organizational culture and explain how managers both create, and are influenced by, organizational culture. (LO5) MANAGEMENT SNAPSHOT: PAETEC’S CULTURE OF CARE PAETAC Communications is a privately owned broadband telecommunications company that provides local, long distance, and Internet services in 27 markets across the U.S. In the face of its troubled industry, PAETAC has experienced a phenomenal growth rate. This earned the company the number two spot on Deloitte Technology’s Fast 100 list, which ranks the technology industry’s...
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...Robert Sternberg’s Triarchic Theory of Intelligence Sternberg described three different kinds of intelligence in his model: * Analytical Intelligence (Componential) * Creative Intelligence (Experiential) * Practical Intelligence (Contextual) Applications of the Concept of Successful Intelligence: Triarchic Teaching For Analytical Thinkers… * Analyze (a literary plot, a theory in the sciences, a mathematical problem) * Compare and Contrast (two characters in a novel, two systems of government, the styles of two artists) * Evaluate (a poem, a cultural custom, a strategy in tennis) * Explain (the use of grammar in a sentence, your interpretation of an historical event, the solution to a scientific problem) Analytical Thinkers: “I like…” * Analyzing characters when I’m reading or listening to a story * Comparing and contrasting points of view * Criticizing my own and others’ work * Thinking clearly and analytically * Evaluating my and others’ points of view * Appealing to logic * Judging my and others’ behavior * Explaining difficult problems to others * Solving Logical problems * Making inferences and deriving conclusions * Sorting and classifying * Thinking about things Outcomes of Teaching for Analytical Intelligence Analytical instruction and assessment should enable students to: * Identify the existence of problems * Define the problems * Allocate resources...
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