INHOUDSOPGAVE
SAMENVATTING KENNISTOETS JAAR 1 & 2 ..................................................................................... 1
INHOUDSOPGAVE ................................................................................................................................. 1
LEERSTOF JAAR 1 .......................................................................................................................... 4
DEFINITIE VRIJE TIJD ................................................................................................................................ 4
VRIJE TIJD (PURRINGTON EN HICKERSON) ................................................................................................... 4
NUELINGER ......................................................................................................................................... 5
GESCHIEDENIS VAN LEISURE ................................................................................................................... 5
SERIOUS LEISURE (STEBBINS) ................................................................................................................... 6
CASUAL LEISURE ................................................................................................................................... 7
PROJECT BASED LEISURE ......................................................................................................................... 7
LEISURE BELEMMERINGEN ....................................................................................................................... 7
LEISURE DOMEINEN ............................................................................................................................... 8
VERSPORTING/ ONTSPORTING .................................................................................................................. 8
MICE EVENEMTEN ................................................................................................................................ 9
OPTIEKEN EN NORMEN ............................................................................................................................ 9
TRENDPIRAMIDE ................................................................................................................................ 10
LADDER VAN ECONOMISCHE WAARDE (PINE &GILMORE) ............................................................................... 10
PIRAMIDE VAN BATESON ..................................................................................................................... 11
BASISFUNCTIES MANAGER HUNSAKER ...................................................................................................... 11
AANBIEDERS LEISURE (O’SULLIVAN & SPRANGLER) ...................................................................................... 11
SOORTEN EVENTS ............................................................................................................................... 12
VAARDIGHEDEN ACTIEF LUISTEREN (HUNSAKER) ......................................................................................... 12
DESIGN THINKING FASES ....................................................................................................................... 12
KWADRANTEN TIME MANAGEMENT MATRIX (COVEY) ...................................................................................... 13
JOHARI RAAM ..................................................................................................................................... 13
COCD BOX ........................................................................................................................................ 14
7S MODEL ......................................................................................................................................... 14
5 KRACHTEN MODEL (PORTER) ................................................................................................................ 14
FLOW THEORIE (CSICKSZENTMIHALIY) ...................................................................................................... 15
PLAY & GAMIFICATION .......................................................................................................................... 15
DESTEP ............................................................................................................................................ 15
VRIO MODEL ...................................................................................................................................... 16
PEOPLE, PLANET, PROFIT ...................................................................................................................... 16
5W + H – USER PERSONA ....................................................................................................................... 16
STAKEHOLDERS MATRIX......................................................................................................................... 17
BUSSINESS MODEL CANVAS ................................................................................................................... 17
EVENT DESIGN (GRANT) ........................................................................................................................ 18
KPI/ KRI........................................................................................................................................... 18
5 ELEMENTEN CROSS MEDIA CONCEPT...................................................................................................... 18
BELEVENISDOMEIN (PINE & GILMORE) ...................................................................................................... 19
3C MODEL ......................................................................................................................................... 19
AIDA MODEL....................................................................................................................................... 19
MEDIAVORMEN .................................................................................................................................. 19
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, TEAMROLLEN (BELBIN) ......................................................................................................................... 20
PIRAMIDE VAN MASLOW ........................................................................................................................ 20
WAARDEKETEN VAN PORTER ................................................................................................................... 21
DENKHOEDEN VAN BONO ..................................................................................................................... 21
PROJECT MANAGEMENT FASES ................................................................................................................ 22
KOFTIG ........................................................................................................................................... 22
CONFLICTEN ..................................................................................................................................... 22
VERGADERTECHNIEKEN ........................................................................................................................ 23
VUCA – DESIGN THINKING ..................................................................................................................... 23
ROL VAN DE OVERHEID BINNEN EVENEMENTEN.............................................................................. 24
STORYTELLING .................................................................................................................................... 24
THE HERO’S JOURNEY ........................................................................................................................... 24
4C DOELSTELLING .............................................................................................................................. 25
CAST METHODE .................................................................................................................................. 25
COOLHUNTING ................................................................................................................................... 25
LEISURE MOTIVATION SCALE (RAGHEB EN BEARD) ........................................................................................ 26
EVENT CANVAS MODEL ......................................................................................................................... 26
TOERISTIC DEMAND (GETZ & PAGE) .......................................................................................................... 26
LEERSTOF JAAR 2 ......................................................................................................................... 27
IDEE - FISCH ...................................................................................................................................... 27
CREATIEF KLIMAAT ............................................................................................................................... 27
CPS MODEL ...................................................................................................................................... 27
SEGMENTATIEMODELLEN ....................................................................................................................... 28
ADOPTIECURVE VAN ROGER ................................................................................................................... 28
GROWTH MIND SET .............................................................................................................................. 28
SCENARIO PLANNING ........................................................................................................................... 29
WAARDEPROPOSITIE CANVAS ................................................................................................................. 29
BIG IDEA .......................................................................................................................................... 30
DEO - PROCES VAN PROTOTYPING .......................................................................................................... 30
EXPERIENCE THEORY (KUIPER & SMIT) ...................................................................................................... 31
EIGENSCHAPPEN BETEKENISVOLLE BELEVENIS ............................................................................................ 32
VUCA- WERELD ................................................................................................................................. 32
SUCCES FORMULA .............................................................................................................................. 33
CO-CREATIE....................................................................................................................................... 33
WAARDECREATIE ................................................................................................................................ 33
SPANNINGSBOOG ............................................................................................................................... 34
DE INTERACTIEVE BELEVENIS (FALK & DIERKING)......................................................................................... 34
PRIKKELS .......................................................................................................................................... 35
TRANSFORMATIE ................................................................................................................................. 35
BELEVENIS ECONOMIE ......................................................................................................................... 36
ECONOMY’S ...................................................................................................................................... 36
LEISURE OPERATIONS ................................................................................................................. 38
VEILIGHEIDSPLAN ................................................................................................................................ 38
EVENEMENTEN ................................................................................................................................... 38
RISICO MANAGEMENT .......................................................................................................................... 39
CROWD MANAGEMENT ......................................................................................................................... 39
FIST MODEL ...................................................................................................................................... 40
DM ICE MODEL................................................................................................................................... 40
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, EVENT STAGES (ALICED MODEL) .............................................................................................................. 40
MENIGTE DICHTHEID (KEITH STILL).......................................................................................................... 41
4V FRAMEWORK - BIG DATA IN EVENEMENTEN ............................................................................................. 41
A-C CLASSIFICATION OF EVENTS ............................................................................................................. 41
GAP MODEL ....................................................................................................................................... 42
ROI/ ROO/ ROE ................................................................................................................................... 42
KWALITEIT MANAGEMENT ....................................................................................................................... 42
TQM – TOTAL QUALITY MANAGEMENT .................................................................................................... 43
JIT MANAGEMENT – JUST IN TIME MANAGEMENT ....................................................................................... 43
LEAN MANAGEMENT ........................................................................................................................... 43
DMAIC/ SIX SEGMA ............................................................................................................................ 43
PDCA CYCLUS – PLAN , DO , CHECK, ACT ............................................................................................... 44
6C’S MODEL ...................................................................................................................................... 44
CUSTOMER JOURNEY ............................................................................................................................ 44
SERVICE BLUEPRINT ............................................................................................................................. 45
SERVICE PROFIT CHAIN ......................................................................................................................... 45
TOUCH POINT MODEL ........................................................................................................................... 45
WBS – WORK BREAKDOWN STRUCTURE .................................................................................................... 46
GANT CHART...................................................................................................................................... 46
MOTIEVEN VRIJWILLIGERSWERK (CLARY & SNYDER) ...................................................................................... 46
LAY-OUTS ....................................................................................................................................... 47
LEIDERSCHAPSMODEL (HERSEY & BLANCHARD) .......................................................................................... 47
ENGELS JAAR 2 ............................................................................................................................ 48
RHETORICAL DEVICES ........................................................................................................................... 48
HRM ............................................................................................................................................... 48
GENERAL SKILLS VOOR EEN T-SHAPED PROFESSIONAL ............................................................................. 49
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, LEERSTOF JAAR 1
DEFINITIE VRIJE TIJD
SOCIAAL EN CULTUREEL PLANBUREAU (SCP): vrije tijd de tijd die overblijft na verplichtingen zoals
werk, studie, huishouden, en zorgtaken.
VRIJETIJDSINDUSTRIE:
- Vraagzijde: consumenten die keuzevrijheid en geld hebben
- Aanbodzijde: bedrijven die recreatieve activiteiten aanbieden
OBJECTIEVE BENADERING:
- Feitelijke betekenis van vrije tijd
- Vrije tijd = alle tijd – arbeid – onderwijs – zorgtaken – persoonlijke tijd
SUBJECTIEVE BENADERING
- Elke consument heeft eigen behoeften en motieven, dit kan verschillen per persoon
- Vrije tijd = wanneer iemand het als vrije tijd ervaart
Bruto vrije tijd = alle vrije tijd – arbeid
Netto vrije tijd = bruto vrije tijd – verplichtingen
Definitie vrije tijd = alle tijd die overblijft na externe en noodzakelijke verplichtingen
VRIJE TIJD (PURRINGTON EN HICKERSON)
Vrije tijd = alle tijd – verplichtingen om te overleven (eten, geld verdienen) – verplichtingen omdat we geen
keus hebben (kinderen, van A naar B reizen)
- Vrije tijd = dingen doen waar we van genieten
- SPILL OVER THEORIE: vrije tijd die gebruikt wordt om activiteiten te doen met hetzelfde karakter
die ze op hun werk doen
- COMPENSATION THEORIE: Als mensen geen voldoening vinden in hun werk zoeken ze deze
compensatie in vrijetijdsactiviteiten. Dus activiteiten waar ze wel voldoening uit zullen halen.
- NO RELATION THEORIE: vrijetijdsactiviteiten hebben geen verbinding met vaardigheden die op
werk worden gebruikt
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