Test 1 Flashcards

1
Q

Program

A

Is a designed opportunity for leisure experience to occur

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2
Q

Programming

A

is designing, staging and delivering leisure opportunities by intervening in social interaction

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3
Q

Program development

A

the overall management process in which the programmer designs, stages, manages and delivers and evaluates services within the context of a specific agency

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4
Q

What is the program trilogy?

A

Evaluation, design and staging

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5
Q

What goes under design?

A
  • outcomes, goals, value statements

- your intended outcomes

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6
Q

What goes under staging?

A
  • interactions in framed encounters

- your programmed activities using the 6 elements of a situated activity system

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7
Q

What goes under evaluation?

A
  • verifying/documenting a leisure experience
  • were intended outcomes achieved?
  • using data to verify and recommend
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8
Q

Lesiure

A

An experience that is most likely to occur during the chosen interactions characterized by a high degree of personal engagement that is motivated by the intrinsic satisfaction that is expected to result

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9
Q

Types of leisure (6)

A

games, recreation, play, sport, tourism, events

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10
Q

Freedom from

A
  • economic restraints
  • social role constraint
  • political
  • religious
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11
Q

Intrinsic satisfaction

A
  • autotelic activity
  • satisfaction through interactive engagement
  • personally interpreted
  • demand and consumes ones focused attention
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12
Q

Experiencing desire: conscious behaviour (3)

A
  • freely choose to engage, perceived freedom from and to
  • perceive it is intrinsically satisfying
  • provide for positive affect
  • fun, relaxing, enjoyable
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13
Q

What is theory?

A

ideas or sets of ideas that help us to predict and or explain human behaviour. They also provide a basis for understanding the reasoning behind an action

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14
Q

Benefits-based management

A

identify benefits of involvement in leisure service/programs and is outcome driven

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15
Q

What does benefits-based management focus on?

A

the impacts or effects on a recreational activity

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16
Q

Special events

A

identifiable tasks, timelines, task delegation

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17
Q

Flow theory (3):

A
  • experience or state-of-mind
  • matching participant skills with challenges of activity
  • match as best as possible in all activities participant skill and activity challenge
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18
Q

Motivation theory (mallows hierarchy) (2)

A
  • needs

- recreation programmers create environments that support individual motivators and help satisfy needs

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19
Q

Socio-cultural theory

A

community impact, culture, politics, values, demand, social need: all impact recreation programs

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20
Q

Symbolic Interaction theory (4)

A
  • being intentional about what your planning and why
  • people interact to gain meaning from others, equipment, facilities, rules
  • programmers guide the participant experience, but can’t determine beyond the participant behaviour
  • participants are active in shaping the nature of the leisure experience
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21
Q

Phases of leisure experiences

A

Anticipation
Participation
Reflection

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22
Q

Nature of leisure objects (describe)

A
  • physical (objects needed to run the program)
  • social (people involved and how they interact with each other)
  • Symbolic (theories used to guide your program)
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23
Q

Framework theory (5)

A
  1. Active living
  2. Inclusion and access
  3. Connecting people and nature
  4. Supporting environments
  5. Recreation capacity
24
Q

Facilitation

A

the cost of leadership in group communication

25
Q

Facilitator

A

an individual who enables groups and organizations to work more effectively, to collaborate and achieve synergy

26
Q

Factors to safety (5)

A
  • understanding your participants
  • previous experiences
  • physical and emotional capabilities
  • developmental abilities
  • physical condition
27
Q

Debriefing (3)

A
  • guide clients in their learning by asking effective questions
  • guide participants through reflective process so they discover their own learning
  • encourage clients to share their personal observations, behaviours and consequences
28
Q

debriefing elements (7)

A

Boundaries, permission, purpose, focus, responsibility, structure, closure

29
Q

Boundaries

A

need to feel safe

30
Q

permission

A

participants need to agree to discuss

31
Q

purpose

A

what is the purpose of this discussion

32
Q

focus

A

what is the topic of the debrief

33
Q

responsibility

A

participants need to share responsibility

34
Q

structure

A

order, depth

35
Q

closure

A

any last thoughts?

36
Q

levels of debrief

A

group, interpersonal, intrapersonal

37
Q

Funneling filters (6)

A
  1. Review
  2. Recall and remember
  3. Affect and effect
  4. Summation
  5. Application
  6. Commitment
38
Q

Purpose of program planning (3)

A
  • articulate and document program design
  • share the operational details to everyone involved in delivering the program
  • should contain enough detail to that the program can be duplicated by another programmer
39
Q

Agency mission and programming philosophy

A

why is this program being developed

40
Q

Need for the program (2)

A
  • statement for need

- how was the need determined?

41
Q

Designing goals of the program (3)

A
  • what specifically is the program supposed to accomplish
  • what leisure experience is being created
  • what are the desired participant outcomes
42
Q

Operational details (12)

A

-venue, special arrangements, inclusion plans, equipment/ supplies, budget, registration, staffing, orientation, management, cancellation, set-up, risk management

43
Q

Program evaluation plane

A

-specific techniques and instruments for conducting program evaluation

44
Q

Disposition decision plan

A
  • specify the basis of which the future of the program will be determined
  • who will make the division
45
Q

programmers dilemma

A

-how to shape the program enough but not too much to get your audience to achieve the goals you set up

46
Q

Interacting people (3)

A
  • who is the target audience
  • design the program for the target audience
  • programs fail when they are designed for the wrong people
47
Q

What does the physical setting include? (2)

A
  • visual, aural, olfactory, tactile, taste

- if the setting changes, the program changes

48
Q

Leisure objects (2)

A
  • physical, social, symbolic/abstracts

- programmers must identify the key objectives needed for the program

49
Q

Structure (2)

A
  • guide the program

- program formats: instructional, open, competitions, special events, clubs

50
Q

Animation

A

how the program is set into motion and how the action is sustained throughout

51
Q

The service continuum (2)

A
  • agency as a facilitator

- agency as a director provider

52
Q

Benefits based programming model: 4 key components

A

-issue and target goals
-activity components
-benefits outcomes
benefits-based awareness

53
Q

Evaluating programs

A

systematically to measure success in achieving these benefits and sharing this information

54
Q

Relationships:

A

the relationships people bring to your program

55
Q

What are the 6 key elements for planning a program?

A
  1. Interacting people
  2. Physical setting
  3. Objects (physical, social, symbolic)
  4. Structure
  5. Relationships
  6. Animation
56
Q

Repositioning:

A

Refraiming ideas