Program Planning and Event Management

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Description and Tags

Comprehensive vocabulary flashcards covering recreation programming concepts, the Program Development Cycle, situated activity systems, leisure classification, event types, attendee experience dimensions, and evaluation models.

46 Terms

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Program

A designed opportunity for a leisure experience to occur.

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Programming

The process of designing, staging, and delivering leisure opportunities by intervening in social interaction through manipulating and creating environments.

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Program Development

The complete, overarching process of creating, managing, running, and delivering a program.

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The Program Development Cycle

A four-stage, nine-step operational procedure developed by J. Robert Rossman and Barbara Elwood Schlatter consisting of Stage A (Agency Culture), Stage B (Targeted Program Development), Stage C (Operational Strategies), and Stage D (Follow-Up Analysis).

<p>A four-stage, nine-step operational procedure developed by J. Robert Rossman and Barbara Elwood Schlatter consisting of Stage A (Agency Culture), Stage B (Targeted Program Development), Stage C (Operational Strategies), and Stage D (Follow-Up Analysis).</p>
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The Programming Trilogy

A framework linking Design (intended outcome goals, Y statements), Staging (interactions in framed encounters, X statements using the six elements of a situated activity system), and Evaluation (using data to verify and document achieved outcomes).

<p>A framework linking Design (intended outcome goals, Y statements), Staging (interactions in framed encounters, X statements using the six elements of a situated activity system), and Evaluation (using data to verify and document achieved outcomes).</p>
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Situated Activity System

A system comprised of six interrelated elements—interacting people, physical setting, leisure objects, structure (rules and formats), relationships, and animation—that programmers manipulate to stage a leisure experience.

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Interacting People

An element of a situated activity system specifying the target audience, number of participants, personal characteristics, individual interests, and interpersonal relationships.

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Physical Setting

An element of a situated activity system encompassing visual, aural, olfactory, tactile, and taste sensory components that can be altered to fit program needs.

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Leisure Objects

The physical, social, or symbolic objects that participants engage and interact with during a program.

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Structure (Rules and Formats)

The element of a situated activity system where defined rules guide social interactions and operational formats (such as clubs or special events) structure relational dynamics.

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Relationships (Situated Activity System)

The element of a situated activity system concerning how well participants know each other prior to or during the event and managing those relational connections.

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Animation

The staged sequence that initiates an activity and sustains participant engagement over time (e.g., welcome, warm-up, games, semifinals, final, and awards).

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Leisure Experience

A conscious behavior occurring outside everyday routines where participants freely choose to engage, become personally involved, and experience pleasure and enjoyment.

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Perceived Freedom

A foundational criterion of leisure involving freedom from economic, religious, political, or social role constraints, as well as the freedom to choose participation and make choices within the activity.

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Intrinsic Motivation

Participating in an activity purely out of desire and enjoyment rather than being forced, obligated, or externally compelled.

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Positive Affect

The experience of positive feelings and emotional states during a leisure activity.

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Autotelic Activity

An activity engaged in for its own sake because the process of doing the activity itself is enjoyable.

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Types of Leisure

A categorized spectrum of leisure forms consisting of recreation, play, sport, games, tourism, and events.

<p>A categorized spectrum of leisure forms consisting of recreation, play, sport, games, tourism, and events.</p>
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Recreation

A type of leisure focused on restoration, recovery, building interpersonal relationships, fulfilling social purposes, morality, and exhibiting appropriate behavior.

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Play

A spontaneous, creative, enjoyable, and non-serious form of leisure centered on self-expression.

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Sport

A structured form of leisure characterized by physical exertion, standardized rules, and the competition of physical skills.

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Games

Leisure activities characterized by rule-bounded structures, coequal players, problematic outcomes, and the control of skill and chance.

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Tourism

Travel for recreation of at least 80 km80\,\text{km} undertaken for restoration, a change of pace, and individual purpose.

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Events

One-time or infrequently offered experiences outside normal programming operations that provide participants with a nonroutine change of pace beyond everyday life.

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Mega Events

Large-scale, international events governed by an official bid process and managed by full-time staff, such as the Olympic Games.

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Recurring Events

Events that take place regularly in a consistent setting, making them easier to predict, plan, and manage because staff understand what to expect.

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Traveling Events

Events that occur on a regular schedule across different geographic locations, presenting logistical and staffing challenges (e.g., a circus).

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Ancillary Events

Supplementary events staged alongside a primary event to generate additional revenue and engagement, requiring significant planning (e.g., a fan fest during the World Cup).

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Community Events

Smaller-scale events serving a specific geographic region that offer organizers greater creative freedom (e.g., beginning-of-the-year events, local swim meets).

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Stage A: Agency Culture

The first phase of the Program Development Cycle, consisting of Step 1 (scanning internal and external environments to define Mission) and Step 2 (establishing Strategic Directions across activities, events, services, areas, and facilities).

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Stage B: Targeted Program Development

The second phase of the Program Development Cycle, comprising Step 3 (Participant Input via needs assessments), Step 4 (defining desired program outcomes as Program Goals), and Step 5 (Program Design).

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Stage C: Operational Strategies

The third phase of the Program Development Cycle, encompassing Step 6 (writing the Program Plan manual) and Step 7 (Implementation: staffing, supervising, and executing operational details).

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Stage D: Follow-Up Analysis

The fourth phase of the Program Development Cycle, consisting of Step 8 (Evaluation: judging worth and documenting benefits) and Step 9 (Disposition Decision: deciding to drop, modify, or continue the program).

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Direct Economic Effects

Initial financial expenditures directly associated with and generated by staging an event.

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Indirect Economic Effects

Secondary economic activity generated by local businesses purchasing supplies and services to support the primary event.

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Induced Economic Effects

The downstream economic impact created when event and supplier employees spend the income earned from event operations within the local economy.

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Feasibility

An evaluation of whether an event can be delivered at the desired level of quality given available budget, facilities/venues, personnel, and prevailing circumstances.

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Logic Model

A programmatic framework illustrating the sequential causal chain: Resources/Inputs →\rightarrow Activities →\rightarrow Outputs →\rightarrow Outcomes →\rightarrow Impact.

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Initial Outcomes

Immediate benefits and changes gained by participants during or shortly following a program, focusing on newly acquired knowledge, attitudes, or basic skills.

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Short-Term / Intermediate Outcomes

Changes in participants' behaviors, habits, or practices typically occurring within 1–3 years1\text{--}3\,\text{years} following program participation.

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Long-Term Outcomes (Impact)

Enduring, meaningful systemic changes achieved within 4–6 years4\text{--}6\,\text{years} that affect organizations, communities, or broader societal structures.

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Psychological Dimension (Attendee Experience)

The experiential dimension addressing attendees' personalities, roles, social statuses, self-images, and how they desire to be perceived by their peers.

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Cognitive Dimension (Attendee Experience)

The experiential dimension addressing how attendees' psychological characteristics and past memories shape their expectations and motivations.

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Emotional Dimension (Attendee Experience)

The experiential dimension focusing on attendees' affective states (e.g., happiness, stress, anxiety, euphoria) and designing events to cultivate positive, desirable feelings.

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Social Dimension (Attendee Experience)

The experiential dimension concerning interpersonal relationships, shared participant backgrounds, and reciprocal social interactions among attendees.

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Environmental Dimension (Attendee Experience)

The experiential dimension regarding the physical venue configuration, spatial flow, and environmental layout tailored to attendees' physical needs and desires.