Test 2 Flashcards

(48 cards)

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
Open space inventory (3)
- total amount of public acreage - map of recreation areas - knowledge of recreation areas
26
Facility inventory
list of public and private facilities
27
program services
list and info about all leisure services
28
Strategic directions (3)
- mission (not measurable) - 3-5 year short range planning goals (not always measurable) - 1 year management objective goals (must be measurable)
29
Approaches
-marketing or community approach
30
Assessing the macro environment for individual needs (5)
1. Demographic 2. Social 3. Technological 4. Economic 5. Political
31
Assessing the organization
- strengths and weaknesses - distinctive competencies - resource dependency - organizing rationale
32
Assessing community needs
- assess current leisure opportunities being offered | - what are the opportunities and threats in your community
33
How can you choose to design a program? 2
- trial and error | - obtain client input (marketing research)
34
Key concepts (4)
-need, interest, want, intention
35
Approaches to needs assessment 4
1. citizens advisory groups 2. Public meetings and workshops 3. Interviews (unscheduled/scheduled) 4. surveys
36
Program design
Planning the step-by-step action scenarios and configurations of the six key elements of a situated activity system
37
Techniques 5
- design tactics - imagined interactions - candidate plans - multiple forecasts - visualization (internal, external, social role)
38
Artistic factors: 6
``` theme deepening sensitizing customizing characterizing memorabilia ```
39
Technical factors 6:
- courtesy of cast - tangibles - reliability - responsiveness - empathy - competence
40
Program planning vs creative programming
Program planning: problem solving, problem of a definition vs. Creative programming- innovation
41
Phases of creativity 4
1. Problem definition 2. Generate approaches 3. Exploration and interpretation 4. Innovation
42
Want
culturally learned behaviour pattern for satisfying specific needs
43
Intention
the commitment to acquire specific satisfiers of wants
44
Motivation:
Interest (lowest) Want (stronger) Intends (strongest)
45
Needs 4
``` Normative needs (standards) felt needs (perception) Expressed needs (fulfilled through participation) Comparative needs (variations of services) ```
46
Program design model 3
1. Design goals (outcome) 2. Design components (means) 3. Design tactics (process)
47
Hard vs. soft transition
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
Entering into creativity 4
Preparation Incubation Illumination Verification