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106 Cards in this Set

  • Front
  • Back
what does soc study
human interaction, group formation (thru human interaction), how groups influence ind
group dynamics
how group influences ind & vice versa
C. Wright Mills
soc imagination; see connection between private issues & public events
emile durkheim
1880; suicide
hypothesis
educated guess about relationship btwn 2 variables
reliability
consistent
validity
measure what it's supposed to
status
everyone has a status; position in a soc structure
roles
expected behavior based on status
norms
behavior based on roles; if behavior exists it must serve a purpose
deviant
behavior against what group is trying to accomplish
3 things deviants do for the group
1. reaffirm group beliefs & norms; 2. pushes boundaries out; 3. id's where boundaries are
func vs. dysfunctional
func: allow group to achieve goals

dysfunc: keep group from achieving goals

role strain
one status making competing demands
role conflict
2 or more statuses that are making competing demands on behavior
role set
one status & b/c of that status you interact w/diff ppl
role performance
even tho we have all these statuses, you bring own unique personality to that role
soc desirable symbols in our society (conflict theory)
1. power: ability to get someone to do something they otherwise might not do for themselves; informal & formal power

2. prestige: things held in high regard


3. wealth: things you own


4. income: money you earn

4 assumptions of soc exchange theory about behavior
1. all behavior is rational (to your benefit & in your best interest)

2. all behavior involves cost (cost=opportunities; every behavior has an opportunity cost)


3. behavior repeats if profitable to that ind


4. exchanges gov by reciprocity

soc construction of reality
no such thing as reality; it's what we make it/how we make it in our mind; how we construct our reality & what we think to be true
process of soc learning (socialization)
constantly evolving as a person; ppl either help you or not; what makes you you; thru soc interaction, id who you are; what was process you learned it & what'd it teach you?
anticipatory socialization
anticipating joining a new status in your life; start anticipating what it's like being in the role before you're in the role
resocialization
chg ppl completely (values, beliefs, ways of thinking); systematically set out to change them
cult shock
go into cult so diff from yours that you basically have paralysis & don't know how to act
primary vs secondary agents of socialization
1. primary: ppl you interact w/on intimate level; informal, friends & fam, love you for you

2. secondary: structured, formal, temp; don't care who you are, only care what you do for them/what you give them

3 reasons ppl bring consultants in
1. team was in 2nd & want to be in 1st

2. on plateau; not improving or getting worse; stuck & frustrated


3. teams in last; desperate (#1 reason)

mental toughness training
5 aspects: decision making skills, drive, composure, concentration, confidence
why consultant has bad rep
1. tend to more theoretical (philosophy)

2. massive analysis of what's wrong w/organization (paralysis by analysis)


3. doesn't tell you where to start, just what needs fixed


4. tell you what you already know


5. high on description, light on implementation

ascribed status
you don't do anything; are born/enter into status; parents/you are born into it; you turn 16, got position on team b/c parents are coaches
achieved status
something you did specifically to get that new status; get driver's license when you turn 16
why ppl hate change
don't know how; don't think alternative is possible; alternative not possible for our team
incongruence
caught btwn 2 decisions
Kubler Ross
1. denial: no you're wrong

2. anger: something unfair/unjust


3. bargain


4. disorientation: learning stages


5. depression: hopelessness & helplessness


6. acceptance: you know it's going to happen & you've accepted it

steps for chg
1. tell them chg is coming when going into organization so ppl will know things are going to chg; tell in mult formats & many times

2. id who is losing what (who & what will chg)


3. mark endings (where old ends & new begins)


4. honor past

non-groups
1. aggregate: bunch of ppl clustered together & have nothing in common except they share physical space

2. categories: shared characteristic, but nothing else; don't see it as a reason to bond together/form group around

group
ppl who have something in common & believe what they have in common is significant & imp to their lives
5 groups
1. primary: informal & intimate; valued for who you are

2. secondary: impersonal; valued for what you do; formal


3. ingroup: loyalty towards


4. outgroup: animosity towards; antagonist; in war w/out group


5. reference: ppl we use as standard for comparison

Irving Janice
group think: group of ppl tend to think the same way to the pt that if someone comes out against what group is saying, they are considered a traitor & not part of group
risky shift
get together & decision made as a group is riskier than one made alone (more conservative decision)
types of leadership
1. expressive: emotional leaders in organization; want to monitor & council players; counselor; emotional stability of team

2. instrumental: cares about results; goal-oriented; judge you for what you do

styles of leadership
1. democratic: reach consensus; take votes

2. authoritarian: give orders; decisive, quick but don't ask for input


3. laissez-faire: highly permissive; do what you want; creativity but disorganized


4. charismatic: personal qualities in leader that are attractive

soc network analysis (SNA)
how ppl are connected to others & how info flows inside organization; influence ppl have inside organization
chain
most common; A->B->C->D; inefficient network; bureaucracy, slow, ineffective
ring
more efficient than a chain; 2 or more ways to get info where you want it to go, but can't get it directly
orbit
all communications go thru one pt; most organizations want to break orbit up b/c yo don't want one person w/that much power; conflict theory
clique
everyone can communicate w/everyone directly; most efficient & effective, but not common
unidirectional
communication/info moves in 1 direction; feedback is missing
bi directional
communication goes both ways
dyads
smallest group; group of 2; high commitment to group, high sense of compromise, intimate & informal connections, long-term, personal; diplomacy
triads
group of 3+; person can leave triad & group still exists; lower commitment, building & maintaining coalition, more impersonal, more what you would see in organizations, long-term teams for short-term gain
robert merton
strain theory; all groups have have goals/things that groups strive for & want to obtain/achieve; all groups have means they use to achieve goals
what makes someone an innovator?
have probs w/frustration; they know they can reach goal eventually, but it's not happening fast enough, so they find ways to cut corners; frustration --> innovation
what makes someone a ritualist?
burnout; when you start job & care about goals & means; still care, but don't have emotional, physical, or cog energy to do anything about it (need break)
what leads to a retreatist?
i don't care emotion/apathy
charles cooley
look glass self; self-image/how you think of yourself; get self-concept by how others think of us; crisis & id when ppl realize they're not who they think they are; 3-steps: imagine how we look to others, imagine what they think about what they see, formulate feelings about perceived opinions of others
george mead
stages of dev; imitation, play stage (empathy), game stage (generalized other, learn you're part of a team - similar to functionalism)
lawrence kohlberg
stages of moral dev

1. amoral: doesn't distinguish btwn rt & wrong


2. pre-conv: aware of what's rt & wrong & follow rules fearing getting caught


3. conventional: follow rules b/c you want to belong to group


4. post-conv: abstract principles of what's rt & wrong; character; never compromise values

cult
design for living
pavlov
father of classical conditioning
flow vs. stuck
flow: performing best; everything clicking

stuck: performing worst; body feeling heavy; not effortless

acquisition
pair CS w/UCS so that CS becomes the trigger for the response (gets same response as UCS)
how do you set a trigger?
get someone to heightened emotional state to pt almost to highest level, then set trigger

5 senses to trigger

auditory internals
trigger inside head; certain voice triggers certain rxn
visual internal
trigger inside head that makes you feel certain way
generalization
occurs when you have a CR that follows a stimulus that's similar to the original CS

ex: dog will salivate whether bell is in a C note or D note

discrimination
response only occurs to stimulus when trigger is exactly like CS

ex: bell must be exact same note

habituation
process where it's a reduced rxn to CS

ex: joke becomes less funny after being told so many times; doesn't have same level of rxn; if you overuse a trigger, it starts to wear off unless reconditioned; doesn't always lead to extinction

extinction
present CS & no longer creates CR; you made it extinct

ex: songs that bring back bad mem - play song on repeat b/c then it won't have same effect - it will now annoy you


collapse trigger

spontaneous recovery
happens after extinction; momentary feeling that comes back when trigger is set; short-lived; reappearance of CR after extinction

ex: divorced parents hooking up - act on old feelings

second order conditioning
military; CS that sets off another CS then sets off CR (CS--> CS --> CR)

ex: don't like drs b/c we know we're gonna get a shot; weird smell (drs office --> smell --> fear)

law of effect
if a response is rewarded in the presence of a stimulus, then the same response will most likely happen again

(Pavlov --> Skinner (beginning of pos reinforcement); hand off pt)

b.f. skinner
operant conditioning
tabula rasa
blank slate; Skinner believed everyone was born a blank slate

thru a series of rewards/punishments, Skinner said he could make anyone into who he wanted if young enough

shaping
reinforcement of responses that come closer to desired response

ex: keep leaving when bf gets drunk when going out, eventually will assoc that behavior & won't need a drink


thru rewards & punishments

punishments
punishment 1: intro of unpleasant stimulus

punishment 2/penalty: removal of pleasant stimulus

rewards
pos reinforcement: introduce pleasant stimulus; must be pleasant to person you're shaping

neg reinforcement: take away unpleasant stimulus; ex: if we win today, we don't have to practice tomorrow

reinforcer
a stimulus event that inc the likelihood that response will happen again
primary vs. secondary reinforcer
primary: satisfy physical need

secondary: more powerful than primary; rewards ppl learn to desire

learned helplessness
belief that nothing can be done to avoid an unpleasant stimulus
escape conditioning
learning a response that stops an unpleasant stimulus

-5 secs into commercial & you're annoying, so you chg channel

avoidance conditioning
learning a response that avoids unpleasant stimulus altogether
latent learning
learning something yet not showing til a later time
schedules of reinforcement (5 types)
1. continuous: weakest; every time person does desired behavior, you reward them; easiest to extinguish

2. fixed ratio: fixed # of times something can happen before reward


3. fixed interval: pd of time; set pd of time has to pass before reward (ex: every 10 mins.)


4. variable ratio: diff # of occurrences before reward


5. variable interval: diff pds of time before reward

sigmund freud
psychoanalytic theory
3 parts unconscious mind (freud)
id: pleasure; desires & wants

ego: reality, negotiator, rules you must follow to get what you want in life


superego: morality principle; idea of what's right & wrong in society, improper/proper behavior; moral standards; guild & shame to ego

defense mechanisms (freud)
refuse to acknowledge something that's obvious to others

ego creates defense mechanism called denial


1.repression


2. rationalization


3. displacement


4. rxn formation


5. projection


6. sublimation

repression
keep unpleasant thoughts, feelings, emotions shut off so you don't have to think about it; push thoughts down into unconscious mind
rationalization
using incorrect yet self-serving explanations to justify unacceptable thoughts, feelings, behaviors; come up w/explanation to make you not feel guilt or shame
displacement
satisfying an impulse w/substitute obj; displacing anger; instead of taking it out on obj you want to take it out on, you take it out on something else
rxn formation
behaving in a way that is opp to the behaviors, thoughts, & feelings that are considerable unacceptable; acting the opp of all things you wish you'd be doing; act completely opp of who you rly are
projection
attributing one's own unacceptable thoughts to another person; you're thinking it, but accuse someone else of it; pot calling kettle black; projecting fears/insecurities onto someone else


sublimation
channeling unacceptable thoughts/feelings into acceptable behavior; ex: don't want to be in relationship, so channel all your energy into work
environment
physical place you do behavior in

ex: tennis: tennis court

behavior
what you do in environment; mental habits of thought/thought patterns: precedes behavior
beliefs
guide habits of thought
i.d.
we chg id, we chg beliefs
how do you measure mental toughness?
concentration: ability to remain focused

confidence: expect results you want


composure: remain calm & effectively act when pressure is on


decision making: quick & decisive


drive: desire to want to get results you're after; similar to ritualist burnout



planners vs. proactive
planners: anticipate all things that can go wrong w/ a plan; have contingency in place that fixes it when it happens; always planning, never act

proactive: acts w/o thinking; emphasis on taking action before thinking it thru; I'll worry about it once i get there

uptime vs. downtime
uptime: human tape recorders; I'll learn later; great notes

downtime: takes info into brain; notes not as good, process info

VAK (visual, auditory, kinesthetic)
visual: teach by showing them stuff; talk in visual predicates - doesn't look right

auditory: tell them/talk to them; can't talk monotone; get off on sounds, tempos, volumes; doesn't sound right/don't hear what you're saying


kinesthetic: you do it; create emotional states that draws in kinesthetic (humor, anger, etc.); doesn't feel right/can't grasp it

motivational direction
toward: what am I going to achieve/get/gain from this?

away: motivated by what they don't want to have happen (positive/negative reinforcement, punishment 1 & 2); what they want to avoid

bleeder vs. non-bleeder
bleeder: has to tell everyone everything

non-bleeder: strong opinion, but compartmentalize & keeps to self


-want bleeder w/positive emotion/attitude


-look at network


-manage negative, emotional bleeders (high attitude, high skill)

closers vs. non-closers
closer: start something & must finish it

non-closer: comfortable w/mult projects being opened at once; may not even close projects; terrible @ getting things done; can't finish & doesn't bother them

screeners vs. non-screeners
screeners: can stay focused when there's something going on that bothers non-screeners; screen out unnecessary things (thumping, coughing, etc.); can easily deal w/interruptions & distractions

non-screeners: hard to get on track when they've been interrupted; can pick up on things screeners may miss

motivation source (internal vs. external)
internal: in academics: i can use the info; I know I did a good job regardless of what ppl say; looking inside & how they feel; judge, jury, execution; can motivate themselves

external: in academics - I got an A; look to an external source to confirm their thinking & they're good at what they do; I did good b/c coach said so

convincing strategies (@ what pt are you convinced you can do something successfully & consistently)
1. immediate: immediately know they can do it; immediately convinced they can just by someone talking to them

2. # of times: if I can do it X amt of times correctly/successfully, then I'm convinced I can do it


3. pd of time: not # of times they do it, but how long they it successfully (ex: check back in a wk - if I can do it correctly/successfully for a wk, then I'll believe it)


4. never: hardest; no matter how many times or for how long they do it successfully, they're never fully convinced; must convince each & every time; don't trust incoming info