MIDTERM Flashcards

(61 cards)

1
Q

Program

A

A designed opportunity for leisure to occur.

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2
Q

Programming

A

Designing, staging, managing, and delivering leisure opportunities.

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3
Q

Program Development

A

Overall management process in which the program designs, stages, manages, delivers, and evaluates services within the context of a specific agency.

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4
Q

Leisure

A

An experience that is most likely to occur during freely chosen interactions with personal engagement, motivated by the intrinsic satisfaction.

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5
Q

Program Development Cycle

A
  1. Stage A: Agency Culture
  2. Stage B: Targeted Program Development
  3. Stage C: Operational Strategies
  4. Stage D: Follow-up Analysis
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6
Q

Stage A: Agency Culture

A
  1. Mission
  2. Strategic Decisions
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7
Q

Stage B: Targeted Program Development

A
  1. Participant Input
  2. Program Outcomes
  3. Program Design
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8
Q

Stage C: Operational Strategies

A
  1. Program Plan
  2. Implementation
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9
Q

Stage D: Follow-up Analysis

A
  1. Evaluation
  2. Disposition Decision
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10
Q

Framework for Recreation in Canada

A
  • Goal #1: Active Living
  • Goal #2: Inclusion and Access
  • Goal #3: Connecting People and Nature
  • Goal #4: Supportive Environments
  • Goal #5: Recreation Capacity
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11
Q

Goal #1: Active Living

A

The goal of fostering active living through physical recreation.

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12
Q

Goal #2: Inclusion and Access

A

The goal of increasing inclusion and access to recreation for populations that may not have easy access.

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13
Q

Goal #3: Connecting People and Nature

A

The goal of helping people connect through recreation.

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14
Q

Goal #4: Supportive Environments

A

The goal of ensuring the provision of physical and social environments.

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15
Q

Goal #5: Recreation Capacity

A

The goal of ensuring the continued growth and sustainability of the recreation field.

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16
Q

Benefits-based Theory

A

Model that:
- Identifies benefits of involvement in leisure services
- Outcome driven
- Focuses on the impacts or effects of recreational activity

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17
Q

Special Events Model

A

Model that:
- Has identifiable tasks
- Has time-lines, task identification and task delegation

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18
Q

Flow Theory

A

Theory that:
- Has experience or state of mind
- Matching participant’s skill with challenges of activity

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19
Q

Motivation Theory

A

Pyramid Theory that takes into account:
1. Physiological
2. Safety
3. Social
4. Esteem
5. Self-actualization

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20
Q

Socio-Cultural Theory

A

Theory that:
- Has community impact
- Ignorance of the nature of the community in this regard will likely be fatal
- Culture politics, values, demand, social need

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21
Q

Symbolic Interaction Theory

A

Theory that says:
- People interact with and gain meaning from others
- Programmers seek to understand participants and behaviours
- Participants are active in shaping the nature of their leisure experiences

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22
Q

Task of a Programmer

A

To identify the unique configuration of the elements to anticipate how they will work to move the program.

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23
Q

Six Key Elements

A
  • Interacting People
  • Physical Setting
  • Leisure Objects
  • Structure (Rules)
  • Relationships
  • Animation
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24
Q

Interacting People Element

A

Element that includes:
- Target audience
- Designing the program for the right target audience

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25
Physical Setting Element
Element that includes sensory components: - Visual - Aural - Olfactory - Tactile - Taste
26
Leisure Objects Element
Element that includes: - Physical, social, and symbolic objects - Objects that are needed to support the interactions intended for the program.
27
Structure (Rules) Element
Element that includes: - What guides the program - Rules you have set
28
Relationships Element
Element that includes: - The relational history and nature of that history. - Are ice breakers needed?
29
Animation Element
Element that includes: - How the program is set into motion and how action is sustained throughout - Frame the order so it seems lifelike
30
Service Continuum
The idea that some agencies can act as facilitators, simply providing a space or equipment or direct providers, giving personal guidance and close contact.
31
Leisure Product: Goods
Leisure Product that contains: 1. Supplies- Consumable Products 2. Equipment- Non Consumable Products
32
Leisure Products: Services
Leisure Product that contains: 1. Personal Services 2. Equipment and Venue Rentals
33
Leisure Products: Experiences
Leisure Product that contains: 1. Activities- “basic unit of participation” 2. Events- “collection of activities”
34
The Service Encounter
Any interaction between patrons and providers.
35
Strategic Directions
3-5 year planning strategies, forward thinking, focused on meeting mission.
36
Management by Objectives (MBO)
What you (as a programmer) need to accomplish for your program to run.
37
Terminal Performance Outcomes (TPO)
Explains what participants will be able to do as a result of participating in the program.
38
Mission Statement
Statement of the organization’s purpose. What it wants to accomplish in the larger environment.
39
Goal
Broad statement; more general
40
Objective
Specific statements that describe how the goal will be accomplished; specific
41
Specific
S - SMART
42
Measurable
M- SMART
43
Assignable
A - SMART
44
Realistic
R- SMART
45
Timely
T - SMART
46
Writing goal and objective statements
Subject - Who will perform the action or what will be accomplished Verb - Action to be taken Measurement Device - Tool and time
47
Bloom’s Taxonomy
Hierarchical framework for categorizing educational goals and learning objectives into levels of complexity.
48
Vision
Direction the organization will take.
49
Values
What the organization believes in.
50
Normative Needs
Needs: Objective standard by trained individuals
51
Felt Needs
Needs: Perceptions of what people would do
52
Expressed Needs
Needs: Fulfilled through participation
53
Comparative Needs
Needs: What one has compared to other.
54
Framed Experience Model Building Block: Encounter
Building block: Focused occasion of interaction that occurs when individuals meet and interact.
55
Framed Experience Model Building Block: Experience
Building Block: Cumulative memories of interactions co-created through a series of encounters planned and staged by the programmer.
56
Framed Experience Model Building Block: Visualizing
Building block: Vicariously experiencing an event.
57
Framed Experience Model Building Block: Frame
Building block: Conceptual representation of a staged encounter.
58
Framed Experience Model Building Block: Transitions
Building block: Connect frames and smoothly shift participants from one frame to the next.
59
Framed Experience Model Building Block: Artistic Factors
Building block: Programming techniques that enhance participation, improve experience, strengthen engagement or guide interactions.
60
Framed Experience Model Building Block: Technical Factors
Building blocks: Service quality factors such as tangibles, reliability, responsiveness, competence, safety etc.
61
Benefits-based programming Model: 4 Key components
1. Identify target issues 2. Design Meaningful Programs 3. Measure the beneficial outcomes 4. Communicate outcomes to stakeholders