Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.

Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.

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The goal of this creative project was to create a card-based game relevant to a functional anatomy course. This game would facilitate learning of the muscles, their origins and insertions, and the joint actions to which they strongly contribute. In order to create an effective study tool for memorization and

The goal of this creative project was to create a card-based game relevant to a functional anatomy course. This game would facilitate learning of the muscles, their origins and insertions, and the joint actions to which they strongly contribute. In order to create an effective study tool for memorization and retention, we utilized aspects of cognitive load theory, as well as emotional design principles, including gamification. We focused on the three types of cognitive load: (1) intrinsic cognitive load (the inherent complexity of the learning material), (2) germane cognitive load (the capacity of working memory to create cognitive schema), and (3) extraneous cognitive load (aspects of a learning task that do not contribute to the learning goal). Our goals for effective game design were to increase germane load, decrease intrinsic load, and decrease extraneous load. Additionally, emotional design principles and gamification were used to elicit positive emotions regarding the learning material to increase the amount of working memory load dedicated to learning, rather than extraneous processing.

ContributorsMacariola, Gabrielle Ro (Author) / Broman, Tannah (Thesis director) / Hoffner, Kristin (Committee member) / Barrett, The Honors College (Contributor) / College of Health Solutions (Contributor)
Created2022-05