| Course | MGT 215 Customer Relationship Management |
|---|---|
| Module | Module 5 |
| Paper type | Loyalty program evaluation |
| Length | About 1,065 words, 6 pages |
| Format | APA 7 student paper |
| School | Aspen University |
| Program | Business Administration |
| Updated | October 2026 |
Free sample paper for MGT 215 Module 5
Ten Sandwiches and a Free One: Should a Neighborhood Sandwich Chain Rebuild Its Loyalty Program?
Student Name
Business Administration Program, Aspen University
MGT 215: Customer Relationship Management
Instructor Name
Month Day, Year
Ten Sandwiches and a Free One: Should a Neighborhood Sandwich Chain Rebuild Its Loyalty Program?
Third Ward Sandwich Company, a composite business, operates twelve sandwich shops across Milwaukee, Wisconsin, with about $9.6 million in annual sales and an average ticket of $11.40. For eight years it has offered a paper punch card: buy ten sandwiches and get one free. Managers estimate that about 30% of transactions involve a card, but no one knows who the cardholders are, because the cards record nothing. A new national chain with an app-based points program opened four locations nearby last year, and Third Ward's managers want an app of their own. This paper evaluates whether a new program would improve customer retention and what design would work best.
What the Current Program Does
The punch card is cheap and familiar. It costs nothing to run beyond printing, and customers understand it at once. But it collects no data, so the chain cannot tell whether cardholders visit more often than others, and cards are easily lost, which means many customers never reach a reward. Staff report that a small number of regulars hold most completed cards; occasional customers often have a card with two or three punches buried in a wallet.
Do Loyalty Programs Change Behavior
Dowling and Uncles (1997) argued that loyalty programs are often less effective than managers expect. In competitive markets, they found, programs tend to attract customers who already buy the brand heavily, so rewards go to purchases that would have happened anyway, and competitors quickly copy any successful program, leaving no advantage. They suggested programs work best when they support the product's value, when rewards relate directly to the product and when they are hard to imitate. The national chain's points program suggests that matching it point for point would gain little.
Who Responds
Liu (2007) studied members of a convenience store chain's loyalty program over two years and found that customers who were heavy buyers when they joined did not increase their purchasing, though they collected the most rewards. Light and moderate buyers, by contrast, bought more over time and became more loyal to the store. The finding matters for Third Ward: a program that mainly attracts its regulars would give away sandwiches without changing much, while one that draws in occasional customers could raise visits.
How Card Design Matters
Kivetz et al. (2006) studied a university café's reward card, which offered a free coffee after ten purchases. Customers bought coffee more frequently as they got closer to the reward, a goal-gradient effect. In a related test, customers given a twelve-stamp card with two stamps already filled completed it faster than customers given a ten-stamp card with none, even though both required ten purchases. The feeling of progress, not only the reward, drives behavior.
Three Options Compared
| Design | Cost to run | Data collected | Likely appeal to occasional customers |
|---|---|---|---|
| Keep the paper punch card | Printing only, about $3,000 a year | None | Low; cards are lost before a reward |
| App-based points program | About $45,000 a year for software and setup | Full purchase history | Moderate; points feel abstract and require an app |
| Digital stamp card with a head start | About $18,000 a year through the point-of-sale system | Purchase history linked to phone number | Higher; progress visible after the first visit |
What Rewards Will Cost
A free sandwich costs Third Ward about $3.90 in food and packaging. Under a buy-ten-get-one design, ten paid sandwiches bring in about $114, so the reward costs about 3.4% of member sales. If a head start of two stamps is added, the first reward comes after eight purchases for new members, raising the cost of that first reward slightly. If membership grows so that 40% of transactions are by members, reward costs would reach about $130,000 a year at current sales.
Responding to the National Chain
The managers' wish for an app comes partly from fear of the new competitor. Dowling and Uncles' point about imitation suggests that a race of points and bonuses would favor the larger chain, which can afford richer rewards. Third Ward's advantages lie elsewhere: bread baked each morning, owners who know regulars by name and shops on neighborhood corners rather than highway exits. A loyalty program should support those strengths, for example by letting members choose a seasonal special as their reward or vote on next month's sandwich, which the national chain cannot easily copy. The program is one part of retention, not a replacement for the reasons customers come in the first place.
Recommendation
Third Ward should adopt a digital stamp card linked to customers' phone numbers through its existing point-of-sale system, without requiring an app. New members will receive two stamps when they join, drawing on Kivetz and colleagues' finding. The reward will be a sandwich, not a discount, following Dowling and Uncles' advice that rewards should relate to the product. Marketing will focus on occasional customers, for example through sign-up at the register for anyone not yet enrolled, consistent with Liu's evidence. A small bonus, such as a free soup on a member's birthday, will add warmth without high cost.
Handling Member Information
Linking stamps to phone numbers creates customer records for the first time, and with them an obligation. Members will be told what is collected, which is their visits and orders, and that it will not be sold. Texts will be limited to reward reminders and no more than two offers a month, and members can opt out of messages while keeping their stamps. Store managers will see visit counts but not phone numbers.
Measuring Retention
The chain will compare members' visit frequency in the six months after joining with their frequency before, using point-of-sale records for those who paid by card, and with similar customers who did not join. It will also track the share of members who earn a first reward, the share who return within 30 days of redeeming one and whether visits by occasional customers rise.
Conclusion
Third Ward's punch card is cheap but invisible, and an expensive app would likely copy a competitor without changing behavior. Research suggests loyalty programs help most when they reward the product itself, feel easy to complete and attract occasional rather than already loyal buyers. A digital stamp card with a head start, costing about 3.4% of member sales in rewards, fits those findings and gives the chain the data it now lacks.
References
Dowling, G. R., & Uncles, M. (1997). Do customer loyalty programs really work? Sloan Management Review, 38(4), 71-82.
Kivetz, R., Urminsky, O., & Zheng, Y. (2006). The goal-gradient hypothesis resurrected: Purchase acceleration, illusionary goal progress, and customer retention. Journal of Marketing Research, 43(1), 39-58. https://doi.org/10.1509/jmkr.43.1.39
Liu, Y. (2007). The long-term impact of loyalty programs on consumer purchase behavior and loyalty. Journal of Marketing, 71(4), 19-35. https://doi.org/10.1509/jmkg.71.4.019
Reading the MGT 215 Module 5 assignment instructions
Loyalty programs are the usual focus when Aspen's MGT 215 reaches customer retention, and the assignment often asks students to judge whether a program works and how to improve it. Your Module 5 classroom prompt is the authority; this example evaluates one restaurant chain's program. Describe the current program and what the company hopes it will achieve. Review research on whether loyalty programs change customer behavior and for whom. Compare realistic design options. Estimate the cost of rewards and any technology. Recommend a design and explain how it fits the company's customers. Set measures that would show whether the program increases retention, rather than just rewarding purchases that would have happened anyway.
Inside the MGT 215 Module 5 example
The paper begins with Third Ward Sandwich Company, whose twelve shops give a free sandwich after ten punches and whose managers want an app. Dowling and Uncles' Sloan Management Review article argues that loyalty programs often reward customers who are already loyal and are easily copied. Liu's Journal of Marketing study of a convenience store program found heavy buyers changed little, while light and moderate buyers bought more over time. Kivetz, Urminsky and Zheng's Journal of Marketing Research article showed café customers visited more often as they approached a reward, and that a card with two bonus stamps already filled worked better. A table compares keeping the punch card, a points app and a digital stamp card. The recommendation is a digital stamp card with a head start, marketed to occasional customers, at a reward cost of about 3.4% of member sales.
MGT 215 Module 5 rubric: what earns full marks
Instructors evaluating a loyalty program paper expect research on whether programs work, attention to costs and a recommendation that fits the business. This example begins with skepticism from Dowling and Uncles rather than assuming programs succeed. Liu's evidence on which customers respond shapes who the program targets, and Kivetz, Urminsky and Zheng's goal-gradient findings shape how the card is designed. The comparison table weighs three options on cost, data and appeal. Reward costs are estimated in dollars and as a share of sales. Measures compare members with similar non-members, which tests whether the program changes behavior.
MGT 215 Module 5 help: mistakes that cost marks
Loyalty program papers often assume that any program increases loyalty. Research suggests many programs mostly reward existing behavior, so explain why yours would change what customers do. Another weakness is ignoring cost; estimate what rewards and technology will cost relative to sales. Use research on which customers respond, since heavy buyers may be rewarded for visits they would make anyway. Consider design details, such as how close the first reward feels. Compare options rather than defending one. Avoid making the program so complicated that customers ignore it. Finally, measure retention against a comparison group, so you can tell whether the program caused any change.
Write yours, or have the desk draft it
This paper is an original model document written by our desk, not a submitted student paper and not an official Aspen University document. Read it for the moves, then write your own to the instructions in your classroom. If you want one built to your exact prompt and rubric, the first custom sample is free and arrives in 24 to 48 hours.
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MGT 215 Module 5 questions, answered
What does MGT 215 Module 5 usually ask for?
Aspen's MGT 215 covers loyalty and retention in this module, so evaluating a loyalty program and recommending improvements is typical. Follow your classroom prompt.
Do loyalty programs actually work?
Sometimes. Dowling and Uncles found many programs reward customers who were already loyal and are easily copied by competitors, so results depend on design.
Which customers respond most to loyalty programs?
Liu found that light and moderate buyers increased purchasing after joining a program, while heavy buyers changed little.
Where can I find a free MGT 215 Module 5 sample paper?
The example above evaluates a sandwich chain's punch card, compares three program designs and recommends one based on research and reward costs.
What is the goal-gradient effect?
Kivetz, Urminsky and Zheng showed that customers speed up purchases as they get closer to a reward, which makes a card's design matter.