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?

A
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
Q

what is peak adventure

A

the difficulty is equal to the competence of the individual creating optimal arousal, resulting in maximum performance, and may result in flow

26
Q

what is misadventure

A

immediate reactions are negative and the challenge becomes too difficult

27
Q

what is devastation and disaster

A

the degree of difficulty is greater than individuals competence, may result in harm or death

28
Q

what is perceived difficulty

A

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
Q

what is perceived competence

A

what a person understands their competence or ability to be. an inexperienced person may overestimate their competence putting themselves in a dangerous situation