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Sunday, May 22, 2011

Classroom Compliance Gaining: All About BAT's



The ultimate goal of teachers is to produce learning in their students. This can be done through cognitive and/or affective learning. In most cases, to achieve this learning, students must comply to the teacher’s requests. Student compliance does not automatically happen, it requires specific strategies and techniques. There are many factors that affect student compliance, including the type of behavior alteration techniques and behavior alteration messages the teacher uses (BATs and BAMs), the type of power the teacher uses, misbehavior and resistance from the student, the student’s locus of control, situational factors, and the experience of the teacher.

Perhaps the most important of these factors are the teacher’s use of Behavior Alteration Techniques and their use of power. Behavior Alteration Techniques (BATs) have frequently been used in past studies on compliance-gaining in the classroom. BATs are techniques used by a source, in an attempt to influence the behavior of a receiver. These are power based strategies that have been isolated and studied as a significant means of classroom management. Researchers have found twenty-two different BATs. Each of these twenty-two BATs contains its own message, better known as a behavior alteration message (BAMs). These BATs and BAMs are the results of many studies on power in Randall P. Gonyea Chapter 1: Introduction 2 the classroom. Researchers Kearney, Plax, Sorensen, and Smith have argued that most of the BATs could be categorized as either pro-social or anti-social. Pro-social BATs include those messages that are designed to be helpful and beneficial to students. These techniques will encourage students, promote cooperation, and reflect traditional reward-based power. In all, there are eleven pro-social BATs; some of which include reward from others, altruism, peer modeling, and teacher feedback.

On the other hand, anti-social BATs refer to those strategies that promote competitiveness, exclude students, undermine students' self-esteem, and reflect traditional punishment-based power. In all, there are seven anti-social BATs; some of which include punishment from teacher, punishment from others, guilt, and legitimate-teacher authority. Teachers reporting on which form of BATs they use in classroom situations is sketchy at best. Social desirability bias in response may play a role in this assertion. Teachers believe that they employ more pro-social techniques in class. They also believe that their colleagues use more anti-social methods with their classes. Students are more willing to comply when teachers employ pro-social techniques in the classroom. There was a general reluctance to comply with teacher request when anti-social BATs were chosen. A study by McCroskey, Richmod, Plax, and Kearney found that the perceptions of teachers and students are somewhat different in relation to which BATs are used the most.

Teachers reported themselves as using a greater number of BATs than Randall P. Gonyea Chapter 1: Introduction 3 students perceived them using, and teachers also perceived their particular use of BATs more favorably than students did. This study also found that the particular BATs teachers used depended greatly on their previous communication training. Finally, the study found that students reported no difference in positive BAT usage between trained and untrained teachers, but BATs that were negatively associated with learning were reported to be used more by untrained teachers. This shows a difference in the compliance gaining techniques of new and experienced teachers. Another study by Plax, Kearney, McCroskey, and Richmond looked at the effects of BAT use and teacher immediacy on students’ affective learning. They came up with five hypotheses:

1.      Student affective learning would be affected by the way they perceived the BATs.
2.      Student affective learning would also be affected by the teacher’s nonverbal immediacy.
3.      Teacher BAT usage was related to teacher immediacy.
4.      BATs and immediacy should be able to predict student affective learning.
5.      They devised two models to test whether BATs or immediacy were more predictive of student  affective learning.

The results of this study confirmed every hypothesis. Their analyses showed that immediacy was a better predictor of student affective learning than BAT use.


REFERENCES:

Boster, F. J. (1988). Comments on the utility of compliance-gaining message selection tasks. Human Communication Research, 15, 169-177

Boster, F. J. & Stiff, J. B. (1984). Compliance-gaining message selection behavior. Human Communication Research, 10, 539-536.

Richmond & J. C. McCroskey. Power in the Classroom: Communication, Control, and Concern. Hillsdale, NJ: Erlbaum, (pp. 85-100).

Kearney, P., Plax, T. G., Richmond, V. P., & McCroskey, J. C. (1984). Power in the classroom IV: Alternatives to discipline. In R. N. Bostrom (Ed.), Communication yearbook, 8, 724-726.

Levenson, H. (1974). Activism and powerful others: Distinctions within the concept of internal-external control. Journal of Personality Assessment, 38, 377-383.

McCroskey, J. C., Fayer, J. M., Richmond, V. P., Sallinen, A., & Barraclough, R. A. (1996). A multi-cultural examination of the relationship between nonverbal immediacy and affective learning. Communication Quarterly, 44, 297-307.

Product Placement



A product placement is the inclusion of a product, brand name or the name of the firm in a movie for increasing memorability of the brand and instant recognition at the point of purchase. It is an advertising technique in which the companies pay a fee or provide service in exchange for a prominent display of their product. Product placement appears in plays, film, television series, music videos, video games and books. It occurs with the inclusion of a brand's logo in shot, or a favorable mention or appearance of a product in shot. This is done without disclosure, and under the premise that it is a natural part of the work. Most major movie releases today contain product placements. The most common form is movie and television placements and more recently computer and video games.

The first film to feature product placement was Wings (released in 1927), the first film to win the Oscar for Best Picture. It contained a plug for Hershey's chocolate. In other early media, e.g. radio in the 1930s and 1940s and early television in the 1950s, programs were often underwritten by companies. "Soap operas" are called such because they were initially underwritten by consumer packaged goods companies such as Procter & Gamble or Unilever. Sponsorship still exists today with programs being sponsored by major vendors such as Hallmark. Incorporation of products into the actual plot of a TV show is generally called "brand integration". The earliest example of product placement in a computer or video game occurs in the 1984 game Action Biker for KP's Skips crisps. Video games, such as Crazy Taxi feature real retail stores as game destinations. However, sometimes the economics are reversed and video game makers pay for the rights to use real sports teams and players. Today, product placement in online-video is also becoming common. Online agencies are specializing in connecting online-video producers, which are usually individuals, with brands and advertisers.

            As a form of covert marketing communication tool, the practice of placing branded products within films for commercial purposes has gained popularity among marketers and brand managers. At the same time, the popularity of this practice increases concerns and discussions of public well-being from various groups such as public policy makers, consumer interest groups, regulatory agencies, and consumers. By employing a survey with a sample of 3,340 nonstudents, a current study provided by Blonde and Roozen that shoes a more accurate picture of attitudes towards product placement in films. Overall findings suggest that consumers are overall positively disposed toward product placement, do not see a need for regulation, and have a tendency towards neutrality regarding several of the practice’s facets.

The research results indicate that consumers are aware about product placement being a method of advertising. They are influenced by the placements and have bought products that had been placed in movies and other media. Thus product placement seems to have gained acceptance as a form of advertisement and can be continued to be used. Also, most do not feel that product placements are irritating and interrupting the flow of the movie. People are generally expressing a positive attitude toward product placement and are influenced by it. A conclusion drawn from the research was that products placed prominently in films were better recognized than those placements placed subtly within the context of the film. Another aspect closely considered in this research was the effect product placements have on the realism of the film. The research shows that product placements in films are a viable alternative to traditional forms of advertising. The reason for this is that product placement (especially prominent product placements) is readily recognized by viewers. Product placements therefore offer numerous benefits to the marketer in terms of reach and diminishing cost per viewer. Product placement is an immense field of research within which much is yet to be discovered.


REFERENCES:

Blonde, Kristin and Irene Roozen (2007), “An Explorative Study of Testing the Effectiveness of Product Placement compared to 30-second TV-Commercials” for the 6th International Marketing Trends Congress, Paris 26-27 January 2007

D’Astous A & Chartier F,(2000). “A study of factor affecting consumer relations and memory of product placement in movies”, Journal of current issues and research in advertising, 22(2):31-40.

Gupta PB, Balasubramanian SK, Klassen ML (2000). “Viewers’ Evaluations of Product Placement in Movies: Public Policy Issues and Managerial Implications”. Journal of current issues research in advertising 22(2):41-52.

Morton C, Friedman M (2002). ““I Saw It In The Movies”: Exploring the Link Between Product Placement Beliefs and Reported Usage Behavior”. Journal of current issues research in advertising 24(2):33-39.

Van der Waldt, DLR (2005). “The role of product placement in feature films and broadcast television programmes: an IMC perspective.” Communicare. 24 (2): 1-16. December.