Test 1 Flashcards

(56 cards)

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
Facilitator
an individual who enables groups and organizations to work more effectively, to collaborate and achieve synergy
26
Factors to safety (5)
- understanding your participants - previous experiences - physical and emotional capabilities - developmental abilities - physical condition
27
Debriefing (3)
- 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
debriefing elements (7)
Boundaries, permission, purpose, focus, responsibility, structure, closure
29
Boundaries
need to feel safe
30
permission
participants need to agree to discuss
31
purpose
what is the purpose of this discussion
32
focus
what is the topic of the debrief
33
responsibility
participants need to share responsibility
34
structure
order, depth
35
closure
any last thoughts?
36
levels of debrief
group, interpersonal, intrapersonal
37
Funneling filters (6)
1. Review 2. Recall and remember 3. Affect and effect 4. Summation 5. Application 6. Commitment
38
Purpose of program planning (3)
- 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
Agency mission and programming philosophy
why is this program being developed
40
Need for the program (2)
- statement for need | - how was the need determined?
41
Designing goals of the program (3)
- what specifically is the program supposed to accomplish - what leisure experience is being created - what are the desired participant outcomes
42
Operational details (12)
-venue, special arrangements, inclusion plans, equipment/ supplies, budget, registration, staffing, orientation, management, cancellation, set-up, risk management
43
Program evaluation plane
-specific techniques and instruments for conducting program evaluation
44
Disposition decision plan
- specify the basis of which the future of the program will be determined - who will make the division
45
programmers dilemma
-how to shape the program enough but not too much to get your audience to achieve the goals you set up
46
Interacting people (3)
- who is the target audience - design the program for the target audience - programs fail when they are designed for the wrong people
47
What does the physical setting include? (2)
- visual, aural, olfactory, tactile, taste | - if the setting changes, the program changes
48
Leisure objects (2)
- physical, social, symbolic/abstracts | - programmers must identify the key objectives needed for the program
49
Structure (2)
- guide the program | - program formats: instructional, open, competitions, special events, clubs
50
Animation
how the program is set into motion and how the action is sustained throughout
51
The service continuum (2)
- agency as a facilitator | - agency as a director provider
52
Benefits based programming model: 4 key components
-issue and target goals -activity components -benefits outcomes benefits-based awareness
53
Evaluating programs
systematically to measure success in achieving these benefits and sharing this information
54
Relationships:
the relationships people bring to your program
55
What are the 6 key elements for planning a program?
1. Interacting people 2. Physical setting 3. Objects (physical, social, symbolic) 4. Structure 5. Relationships 6. Animation
56
Repositioning:
Refraiming ideas