unit 1 AOS2 Flashcards

1
Q

what are codes of conduct

A

a set of rules for the way we must act in the outdoors, promoting safe and enjoyable participation

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2
Q

minimal impact

A

having as little environmental impact as possible and leaving no trace

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3
Q

sustainable development

A
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4
Q

what is risk

A

the potential to lose something that you value

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5
Q

types of risk

A

absolute, real, perceived

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6
Q

draw a adventure experience paradigm

A
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7
Q

what are the 5 factors that effect outdoor experiences

A

socio-economic status, gender, age, physical ability, cultural background

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8
Q

gender factor

A

there can be more focus on masculine outdoor activities

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9
Q

age factor

A

some activities aren’t intended for adults and some activities aren’t intended fro minors. age can also restrict access to activities e.g driving

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10
Q

socio-economic status factor

A

relates to an individuals social and economic position, and is a sociological and economic total measure of a persons work experience

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11
Q

physical ability factor

A

the ability to perform a physical act

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12
Q

cultural background factor

A

one’s life experience is shaped by their membership in groups based on ethnicity, race, gender, language

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13
Q

some examples of codes of conduct

A

staying on the trail while bushwalking, disposing of waste properly

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14
Q

why do we have codes of conduct (2 reasons)

A

to keep yourself and others safe, to allow other people to enjoy outdoor experiences after you

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15
Q

how does technology affect access?

A

can increase access as technology can give directions to certain activities, can provide more safety which encourages participation

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16
Q

relate technology to an activity you’ve participated in?

17
Q

how does media influence us?

A

the media can influence us by creating fear of the outdoor environment, e.g horror movies, and causes a decrease in participation in outdoor activities.

18
Q

how has technology advanced over time

A

in the past, people have had to use physical maps and compasses, but now people have access to technology such as phones and GPS’s

19
Q

absolute risk

A

uppermost limit of risk

20
Q

real risk

A

the actual level of risk during a certain activity

21
Q

perceived risk

A

what an individual thinks the risk of an activity is

22
Q

what are the five stages of the adventure experience paradigm

A

exploration and experimentation, adventure, peak adventure, misadventure, devastation and disaster

23
Q

what is exploration and experimentation

A

the task is easy and the individual may have time to pause or experiment.

24
Q

what is adventure

A

the individual is placing themselves at risk and the outcome is uncertain, and the individual becomes more focussed on the activity

25
what is peak adventure
the difficulty is equal to the competence of the individual creating optimal arousal, resulting in maximum performance, and may result in flow
26
what is misadventure
immediate reactions are negative and the challenge becomes too difficult
27
what is devastation and disaster
the degree of difficulty is greater than individuals competence, may result in harm or death
28
what is perceived difficulty
what a person understands the difficulty of a task or experience to be, but they could over or underestimate, making them unaware of the real dangers
29
what is perceived competence
what a person understands their competence or ability to be. an inexperienced person may overestimate their competence putting themselves in a dangerous situation