2008 - Marketing Educators' Association
2008 - Marketing Educators' Association
2008 - Marketing Educators' Association
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COLLEGIATE LIVING/LEARNING PROGRAMS: EXPLORING<br />
POTENTIAL ANTECEDENTS OF STUDENT SATISFACTION<br />
Mark Ligas, Fairfield University, Charles F. Dolan School of Business,<br />
North Benson Rd., Fairfield, CT 06824-5195; mligas@mail.fairfield.edu<br />
ABSTRACT<br />
The purpose of this research is to better understand<br />
student satisfaction with a collegiate living/learning<br />
program. Literatures from both the education and<br />
services marketing domains, coupled with verbatim<br />
accounts generated by student informants during<br />
depth interviews, provide theoretical and conceptual<br />
support for two antecedents of student satisfaction,<br />
namely programming and community-building. The<br />
proposed model also considers two intervening<br />
factors – whether students know others in the<br />
program and gender – that could affect the links<br />
between each of the antecedents and satisfaction.<br />
INTRODUCTION<br />
A casual surfing of college websites indicates that<br />
collegiate living/learning programs exist at a number<br />
of universities, both large and small (e.g., Goucher;<br />
Albright; Catholic University of America; the<br />
Universities of Michigan, Minnesota, Iowa; and the<br />
SUNY system to name a few). An interest clearly<br />
exists for educational institutions to provide students<br />
with the opportunity to explore the relationship<br />
between their curricular and residential life or offcampus<br />
living experiences. One way to view a<br />
collegiate living/learning program is as an extended<br />
service encounter. Students “consume” a series of<br />
activities (curricular, extracurricular, residencebased)<br />
on a regular basis, over an extended period<br />
of time, that provide a number of intangible<br />
outcomes (experiences, opportunities for reflection,<br />
social bonding, etc.). As a result, student satisfaction<br />
should depend, at least in part, on both the various<br />
identifiable elements of the living/learning program<br />
(i.e., various planned activities and events) and the<br />
resultant sense of community that hopefully<br />
emerges from these shared activities/events.<br />
This research proposes a simple model that<br />
identifies two possible antecedents of student<br />
satisfaction with a collegiate living/learning program,<br />
namely programming and community-building.<br />
Further, the proposed model accounts for two<br />
intervening influences – whether students know<br />
others in the living/learning program and gender.<br />
Research in the education literature (Strange &<br />
Banning, 2001), in conjunction with both exploratory<br />
and empirical work on extended service encounters<br />
59<br />
in marketing (Arnould & Price, 1993) as well as depth<br />
interviews with participants of a living/learning<br />
program, provide the background for model<br />
development and resultant hypotheses.<br />
MODEL AND HYPOTHESES<br />
Figure 1 presents a model for identifying student<br />
satisfaction with a collegiate living/learning program.<br />
This model proposes that both programming (directly<br />
and indirectly) and community-building are key causes<br />
of student satisfaction. Further, the model suggests<br />
that both whether students know others in the program<br />
and gender can influence the various paths.<br />
Know Others<br />
Gender<br />
Programming<br />
FIGURE 1<br />
Community-<br />
Programming<br />
Building<br />
Satisfaction<br />
Strange and Banning (2001) discuss the influence of<br />
formalization (rules, procedures) in developing<br />
effective living/learning environments. However, a<br />
danger exists if too many rules (too high a degree of<br />
formalization) are in place, because living/learning<br />
environments must also be about providing students<br />
the opportunities to explore different avenues of<br />
thinking and acting. Too many rules make the<br />
environment “predictable,” which in turn can seriously<br />
limit the experience. Arnould and Price (1993) discuss<br />
this notion with regard to extraordinary service<br />
encounters, where customers may have certain<br />
expectations; however, these expectations, formed by<br />
service provider messages, are intentionally left<br />
vague, so that the individual experiences will be<br />
“spontaneous and unrehearsed.” Using the theatrical<br />
metaphor, the living/learning experience needs a<br />
“tangible,” well-developed setting in which the actors<br />
(students) have many experiences, some predictable,<br />
others unexpected (Grove, Fisk, & John, 2000).<br />
Programming should create/maintain activities that<br />
foster “surprises,” i.e., “transcending” the students’<br />
expectations (Pine & Gilmore, 1999). For example,