Job Crafting Improves Employee Satisfaction- Central Michigan University

How happy would you be if you got to write your own job description?

According to Central Michigan University graduate student Minseo Kim and her adviser Terry Beehr, you’d be pretty darn happy.

For so long, employees have simply been parts to plug into the organizational machine, but that is beginning to shift.  Now many employers are realizing that their employees are actually human individuals with the desire for purpose, meaning, and satisfaction in their work and personal lives.

Kim’s research realizes this shift and notes that not only does an employee who is able to help “job craft” their work roles become  happier, they actually become more productive, which benefits the company.

The research also notes that for this to work, there must be an organizational culture that promotes this, starting with management.

The research which studies over 300 employees over two months was published in the Journal of Leadership and Organizational Studies and was featured in Dan Digmann’s article in CMU News.

Questions for Discussion

  1. Why would creating one’s own job description lead to greater job satisfaction?
  2. Is “job crafting” an accurate phrase for this process?
  3. How do you think this could impact the hiring process for employers?
  4. Was the number of employees studied sufficient for Kim and Beehr to reach their conclusions?
  5. How did they measure job satisfaction?
  6. What would you change to extend this research?

Don’t Drive and Talk (on the phone at least)

New research published by the University of Iowa  adds to the growing body of research that reveal why talking on your cell phone while driving is dangerous.

Research conducted by Brian Lester and Shaun Vecera, from the Department of Psychological and Brain Sciences shows that there is a .04 second delay in response time to questions asked of a driver while they were behind the wheel, or at least behind a simulated wheel.

In the novel design, the participants were asked to focus on a screen and were then asked a true/false question as a high speed camera tracked how long it took them to disengage and track a new object that appeared on the screen.

Since over 3,000 people die each year in car crashes related to cell phone use while driving and over 390,000 people injured, the “attentional disengagement” caused by distracted driving is an important topic to be studied.

Teachers in psychology, health, parents and drivers education instructors will find this article useful.

Questions for Discussion

  1. Where did Vecera first publish research on older adults and driving?
  2. What were the results?
  3. Are Lester and Vecera’s results limited to cell-phone use?
  4. Why would we want to know how many subjects were studied in this research?
  5. How do you think the author’s would define “attentional disengagement?”
  6. What would be additional follow-up research you might want to conduct?

For source material written by Richard C. Lewis, please click here.

 

 

 

Do Video Game Ratings Labels Work?

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Yes, according to Iowa State University marketing professor Russell Laczniak.

In an excellent article posted by writer Angie Hunt, Laczniak states, “Parents must actually mediate kids purchase and play of video games, which requires effort and time.”

Professor Laczniak and his associates conducted the research by surveying 220 families online. The survey had questions for parents as well as children. Interestingly, the research respondents were primarily dyads of mothers and sons. He focused on children in the age range of 8-12 as that seemed to be a heightened time of cognitive change and growing influence of peers.

It is essential that parents must actually intervene and influence both the purchase of video games, but also the time that their child spends on video games. So, parents need to set clear limits and implement them consistently in order to have a positive impact.

So, what is this positive impact-simply reducing the number of hours playing video game? According to Laczniak and colleagues, the impact is so much more.  The article suggests that when video game use is limited in this age group, the children are less likely to demonstrate acting out behaviors. This comes as no surprise to most of us who have worked in education for a while, but is important to have yet more data that leads to this conclusion.

Previous research notes, that a particular parenting style also has the most impact on successful implementing the limits- parents who are warm and restrictive as opposed to “anxious” tend to have the best results. I think there is a body of evidence that shows that this is important in any parental interaction, not simply in the limitation of video game watching. Please also check out the science tab of Wide Open Research for further information on being a digitally wise parent or educator.

This is great research and all parents and educators would want to read the article. Teachers of Psychology, Child Development, Parenting, Marketing for sure could use this for a productive discussion. Teachers of an Intro to Law, or Media Studies course could use this to discuss the larger legal and cultural role that video games play in our society.

A few takeaways for teachers and administrators to share with parents:

  1. Read the labels on video games and follow their guidance.
  2. Calmly and firmly tell your child that you will not buy or let them play video games that are “too old” for them. Explain that you are trying to help them become the best students and people possible and this is going to help. Do not have an extended debate.
  3. Provide an alternative activity for the child.
  4. Network with other parents and educators who hold similar values. Common Sense Media is a great resource. 

Question for Discussion

  1. What is your experience in playing violent video games?
  2. Why do they hold such a fascination in our culture?
  3. Are these games popular throughout the world? Where?Who tends to play these games the most?
  4. What are some limitations of this research?
  5. How could professor Laczniak and his colleagues conduct follow up research?
  6. What do you think of the suggestions noted in the article regarding other ways companies could show a game’s rating? What other ways can you think of to help parents make more informed choices regarding video game use?
  7. Perhaps the creative teachers would like to help their students develop Public Service Announcements, to help parents use this research?
  8. What else does this inspire you to “learn, dream, do?”