Friday, February 14, 2020

Communication in the Work Environment Assignment

Communication in the Work Environment - Assignment Example An example of this type of problem can be seen when a worker discovers that a piece of equipment is not working up to standard even though expectations have been clearly outlined that are need of that piece of equipment working at its optimum. Effective communication can be lost as the worker tries to explain the problem and the manager is only hearing excuses as to why expectations cannot be met. Failures in communications can result in strained relationships between managers and workers as information is not given or processed correctly. Management Style The way in which workers and managers communicate with one another is often defined by the management style that a manager will adopt. The type of leadership that is established will have an effect on how a worker responds and is able to communicate to the manager. As well, the way in which an individual has experienced speaking with leadership will also have an effect on how they can communicate to a manager. Communications styles develop long before an individual enters the workforce, but they can be trained in order to provide for more effective communications (Young, 2009). Often times it is a lack of communications training that will position a worker so that are unable to give information to an employer. There are four basic types of management that will affect the way in which communication develops between a manager and an employee. The four types are autocratic, paternalistic, democratic, and laissez-faire. In an autocratic type of management, information is proprietary and all decisions are made by the manager. A paternalistic manager will make decisions upon the basis of what is best for the employees. Through good relationships with employees, this type of manager acts as a guardian for their interests. In a democratic style of management the manager will allow employees a voice in the decision making process with discussions and a fairly free flow of information allowing for some equality within the groups and teams of the organization. In the laissez-faire form of management, the manager avoids his responsibilities and the employees end up picking up duties without any form of true organization (PM4DEV, 2007). An autocratic leader is one which leads through closing off his position from those under them so that it is difficult to communicate. In this type of leadership fear often develops because of the proprietary nature through which information is withheld. Employees will not be sure that the information that they are trying to communicate fits into the situation where little top down communication as occurred. A paternalistic manager might also see the same kind of reluctance from employees as they do not want to cause friction or issues with a leader who has become a friend or has been seen to be acting in the employees’ best interests. The democratic style of management allows for the best potential for good communications as the leader has formed relationship s with the employees but is still actively managing the business. Teamwork allows for a free flow of information so that employees understand the relevance of the information that they may choose to impart. Laissez-faire styles of management usually accompany a complete breakdown as the manager has specifically shown that they are not interested in the work and goals that need to be accomplished. It is clear that communication is best developed through management that includes building a

Saturday, February 1, 2020

Scholarly Critique Paper Research Example | Topics and Well Written Essays - 1000 words

Scholarly Critique - Research Paper Example Purpose of the Study Williams (2005) found that the recent estimate reveals that children spend an average of 7 hours per week in video games. This is remarkable information because this finally leads him to find if violent content or frustration may be linked to a significant effect or impact. The study seeks to find out if there is potential impact of violent content and frustration with gameplay. In addition, the proponent wants to know if the interaction of violent content and frustration creates impact on aggressive personality of the players. The study therefore has a relevant purpose of investigating the effect of video games on the subjects’ personality primarily on how the violent content or frustration may provide an influence. This study is important because it will stand as a vital addition to the body of knowledge linked to the potential impact of videogame to its players. Main Hypotheses There are five hypotheses that the proponent identified in the research stud y. The first hypothesis states that there must be higher scores of state hostility measure for violent game compared to its nonviolent counterpart. The second hypothesis asserts that there must be higher scores of state hostility measure for frustrating game compared to low or non-frustrating game. The other hypothesis is about having certainty of higher scores on hostility measure if the participants will be exposed to both violent content and frustration. The fourth hypothesis suggests that participants who are having high trait in hostility should therefore score higher on a state hostility measure when they have to play violent game compared to those with low trait in hostility. The last hypothesis states that participants with high trait hostility should have a higher score in state hostility measure than those with low trait hostility during the actual play of a violent game. These are the essential hypotheses that Williams considered as vital points to consider prior to meeti ng the actual purpose or research problem of the study. In line with this, we can therefore detect the independent variable and it is the actual score in state hostility measure. The dependent variables are therefore the level of violence and frustration linked to the videogame. In addition, all of these are therefore directional hypotheses because they try to emphasize the use of a comparison term ‘higher’, which is an indication that there must be a remarkable difference between the groups that will be compared and how specifically they will differ. Design and Measurement There were one hundred fifty male college undergraduates at a large southeastern university coming from a psychology and mass communication courses who were employed in the research study. In the actual study, each of the participants was given the opportunity to play one of the four video games, which include violent and frustrating, violent and low/non-frustrating, nonviolent but frustrating, and n onviolent and low/non-frustrating. The participants were asked for their consent to participate in the study, which took place in more than one phase. This is to ensure that all of the respondents will turn out not forced to join in the research, but they have their consent to participate. To test the hypothesis, the proponent of the study relied on the response of the subjects on the given questionnaires and the use of statistical analysis like the analysis of covariance