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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,

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