Test 2 Flashcards

1
Q

Leisure experiences and their tangibility (3)

A

Product: inclusive
Goods: tangible
Service: intangible
Experience: memories

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2
Q

Goods

A

Physical entities markets for use in leisure
Supplies: consumable
Equipment: non-consumable products

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3
Q

Services:

A

personal services

equipment and venue rental

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4
Q

Experiences:

A

activities and events

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5
Q

Methods of increasing revenue for activities (6)

A
  1. selling instruction in the activity
  2. Renting equipment
  3. Charging admission
  4. Selling equipment
  5. Charging for organizing and arranging
  6. Selling supplies
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6
Q

Examples for increasing revenue at events: (3)

A
  • entrance fee
  • parking fee
  • souvenir sales
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7
Q

Service encounter definition:

A

any interaction between patron and provider

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8
Q

Client

A

passively receives recommendations from programmers

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9
Q

Consumer:

A

uses services

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10
Q

Customer

A

regular

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11
Q

Guest

A

valued

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12
Q

Member

A

exclusive

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13
Q

Patron

A

buys services

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14
Q

Visitor

A

visits

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15
Q

Goal

A

broad statement

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16
Q

Objective

A

specific statements that describe how the goal will be accomplished

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17
Q

Types of goals 8

A

planning, strategic, outcome, profit, budget, profit, income, learning, performance

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18
Q

Program vs. participants:

A

-What you (as the programmer) need to accomplish
vs.
-What your participant will gain from participating in your program

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19
Q

3 learning domains

A

psychomotor, cognitive, affective

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20
Q

Blooms Taxonomy (6)

A

Knowledge, comprehension, application, analysis, synthesis, evaluation

21
Q

Mission

A

Organizational purpose, general, not measurable

22
Q

Mission statement

A

is accomplished by a succeeding series of goals and objectives that become more narrow and specific

23
Q

How can you create goals (3)

A
  • top down
  • bottom up
  • top down with input and revision
24
Q

Agency mission

A

emerges from analysis of individual, organization and community needs

25
Q

Open space inventory (3)

A
  • total amount of public acreage
  • map of recreation areas
  • knowledge of recreation areas
26
Q

Facility inventory

A

list of public and private facilities

27
Q

program services

A

list and info about all leisure services

28
Q

Strategic directions (3)

A
  • mission (not measurable)
  • 3-5 year short range planning goals (not always measurable)
  • 1 year management objective goals (must be measurable)
29
Q

Approaches

A

-marketing or community approach

30
Q

Assessing the macro environment for individual needs (5)

A
  1. Demographic
  2. Social
  3. Technological
  4. Economic
  5. Political
31
Q

Assessing the organization

A
  • strengths and weaknesses
  • distinctive competencies
  • resource dependency
  • organizing rationale
32
Q

Assessing community needs

A
  • assess current leisure opportunities being offered

- what are the opportunities and threats in your community

33
Q

How can you choose to design a program? 2

A
  • trial and error

- obtain client input (marketing research)

34
Q

Key concepts (4)

A

-need, interest, want, intention

35
Q

Approaches to needs assessment 4

A
  1. citizens advisory groups
  2. Public meetings and workshops
  3. Interviews (unscheduled/scheduled)
  4. surveys
36
Q

Program design

A

Planning the step-by-step action scenarios and configurations of the six key elements of a situated activity system

37
Q

Techniques 5

A
  • design tactics
  • imagined interactions
  • candidate plans
  • multiple forecasts
  • visualization (internal, external, social role)
38
Q

Artistic factors: 6

A
theme
deepening
sensitizing
customizing 
characterizing
memorabilia
39
Q

Technical factors 6:

A
  • courtesy of cast
  • tangibles
  • reliability
  • responsiveness
  • empathy
  • competence
40
Q

Program planning vs creative programming

A

Program planning: problem solving, problem of a definition
vs.
Creative programming- innovation

41
Q

Phases of creativity 4

A
  1. Problem definition
  2. Generate approaches
  3. Exploration and interpretation
  4. Innovation
42
Q

Want

A

culturally learned behaviour pattern for satisfying specific needs

43
Q

Intention

A

the commitment to acquire specific satisfiers of wants

44
Q

Motivation:

A

Interest (lowest)
Want (stronger)
Intends (strongest)

45
Q

Needs 4

A
Normative needs (standards)
felt needs (perception)
Expressed needs (fulfilled through participation) 
Comparative needs (variations of services)
46
Q

Program design model 3

A
  1. Design goals (outcome)
  2. Design components (means)
  3. Design tactics (process)
47
Q

Hard vs. soft transition

A

Hard: facilitate some transition - have to plan a lot for it
Soft: doesn’t take a lot for participants to do - not much planning

48
Q

Entering into creativity 4

A

Preparation
Incubation
Illumination
Verification