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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Mathematics is an increasingly critical subject and the achievement of students in mathematics has been the focus of many recent reports and studies. However, few studies exist that both observe and discuss the specific teaching and assessment techniques employed in the classrooms across multiple countries. The focus of this study

Mathematics is an increasingly critical subject and the achievement of students in mathematics has been the focus of many recent reports and studies. However, few studies exist that both observe and discuss the specific teaching and assessment techniques employed in the classrooms across multiple countries. The focus of this study is to look at classrooms and educators across six high achieving countries to identify and compare teaching strategies being used. In Finland, Hong Kong, Japan, New Zealand, Singapore, and Switzerland, twenty educators were interviewed and fourteen educators were observed teaching. Themes were first identified by comparing individual teacher responses within each country. These themes were then grouped together across countries and eight emerging patterns were identified. These strategies include students active involvement in the classroom, students given written feedback on assessments, students involvement in thoughtful discussion about mathematical concepts, students solving and explaining mathematics problems at the board, students exploring mathematical concepts either before or after being taught the material, students engagement in practical applications, students making connections between concepts, and students having confidence in their ability to understand mathematics. The strategies identified across these six high achieving countries can inform educators in their efforts of increasing student understanding of mathematical concepts and lead to an improvement in mathematics performance.
ContributorsAnglin, Julia Mae (Author) / Middleton, James (Thesis director) / Vicich, James (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2014-12
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Description
The purpose of this thesis was to design a market entrance strategy for Company X to enter the microcontroller (MCU) market within the Internet of Things (IoT). The five IoT segments are automotive; medical; retail; industrial; and military, aerospace, and government. To reach a final decision, we will research the

The purpose of this thesis was to design a market entrance strategy for Company X to enter the microcontroller (MCU) market within the Internet of Things (IoT). The five IoT segments are automotive; medical; retail; industrial; and military, aerospace, and government. To reach a final decision, we will research the markets, analyze make versus buy scenarios, and deliver a financial analysis on the chosen strategy. Based on the potential financial benefits and compatibility with Company X's current business model, we recommend that Company X enter the automotive segment through mergers & acquisitions (M&A). After analyzing the supply chain structure of the automotive IoT, we advise Company X to acquire Freescale Semiconductor for $46.98 per share.
ContributorsBradley, Rachel (Co-author) / Fankhauser, Elisa (Co-author) / McCoach, Robert (Co-author) / Zheng, Weilin (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Mike (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / School of Accountancy (Contributor) / School of International Letters and Cultures (Contributor) / WPC Graduate Programs (Contributor)
Created2015-05
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Description
Theme parks have been expanding in size and scope since their inception decades past, a trend that the academic world has begun to notice. There is a wide variety of academic literature on tourism, but not nearly as much on theme parks. As a unique entertainment concept, theme parks have

Theme parks have been expanding in size and scope since their inception decades past, a trend that the academic world has begun to notice. There is a wide variety of academic literature on tourism, but not nearly as much on theme parks. As a unique entertainment concept, theme parks have yet to be studied as extensively as other tourism settings. The purpose of this study is to expand on the current academic research concerning theme parks. The researcher applied directed content analysis to dozens of mass media articles in an attempt to identify strategies currently in use in the theme park industry, thereby filling a gap in academic research on the practical application of strategy in the theme park industry. The content analysis consisted of 87 articles from 34 United States-based sources ranging in year from 1985 to 2013, including both large- and small-scale publications, in regards to circulation, spanning the entire country. At the conclusion of the data collection process, the researcher recorded 225 statements demonstrating eight distinct strategies historically present in the theme park industry. The statements from the articles were extracted, analyzed and categorized as discussed below. Those strategies fit into the following eight categories: (1) value, (2) uniqueness, (3) niche, (4) innovation, (5) variety, (6) quality, (7) currency, and (8) convenience. Results from this study introduced two new key strategies being applied in the theme park industry that had not been previously included in the academic literature. The first new strategy discovered was currency. The strategy of providing something current means the theme park attempted to give its guests experiences that were culturally relevant at that time and modern in the theme itself, like creating a ride from a new movie. The second new strategy was convenience, in which case the theme park attempted to make its experiences more accessible for a single member in a party, or the entire group. Both of these new strategies appeared frequently, often more than the six strategies originally identified in the academic literature review. As theme parks continue to grow and diversify in the United States and around the world, it is important for professionals in tourism and business to understand the industry's progression. By combining previous knowledge and adding new research, this study has provided a foundation for future research and analysis on the dynamics of the theme park industry on a national and international scale.
ContributorsLillestol, Tayllor Paige (Author) / Timothy, Dallen (Thesis director) / Goodman, Rebekka (Committee member) / College of Public Programs (Contributor) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor)
Created2014-05
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Description
Entering into my final year of W. P. Carey, I decided I wanted my thesis to combine what I've learned over the course of my undergraduate Marketing degree with my passion for baseball. Furthermore, I wanted my thesis to contain both a research element and creative application. I felt the

Entering into my final year of W. P. Carey, I decided I wanted my thesis to combine what I've learned over the course of my undergraduate Marketing degree with my passion for baseball. Furthermore, I wanted my thesis to contain both a research element and creative application. I felt the best way to achieve the integration of these goals was to research and then select an MLB team to relocate to a more attractive American market. After performing research to determine an ideal team and city for relocation, I created a comprehensive marketing strategy to best cater this team for its new market. The first half of my thesis focuses entirely on the research required to select an optimal team and attractive market for relocation. I begin my thesis by performing an external analysis of the current MLB landscape. To elaborate, I gathered W-L records and fan attendance records for all 30 MLB teams between 2000 and 2016. I also collected the most recent team revenues and valuations before putting all of this data in Excel to create visual graphs. Using this data, I determine a list of the top 4 most attractive teams for relocation based on consistently poor performance in the metrics I collected data on. After selecting the Tampa Bay Rays as the ideal team to relocate, I then dive deeper into the organization through an internal analysis. Then, I focus on performing an external analysis of the most attractive markets for relocation before ultimately selecting Charlotte, NC as the best city. My research ends with a comprehensive external analysis of the Charlotte, NC market to help in creating a brand that caters to the makeup and culture of the distinct city. My analysis of Charlotte focuses on the city's demographics, population growth, local economy, political environment and trends that could impact target market segments. After performing extensive research on identifying the best team and city for a relocation, I switch gears to developing a comprehensive marketing strategy to best help the team achieve success in its new market. This begins with creating a unifying segmentation, targeting, and positioning strategy to outline the direction the team will take. These strategies place tremendous emphasis on the need for the Charlotte team to create an "irresistible cultural experience" that expands the traditional MLB mold to attract young Millennial fans to games that normally wouldn't be interested in attending games. Next, I begin by developing key elements of the brand including the team name, logos, uniforms, sponsors, and stadium. With the stadium, I even go as far as determining an ideal location along with unique features, such as lawn seating and even local vendors that have appeared on Food Network to add to the cultural experience of the brand. Then, I focus on a unifying initial marketing campaign through TV/print ads, radio ads, social media, and public relations to help the team seamlessly transition into its new home. My thesis ends with recommendations for future steps to take to ensure the relocated organization achieves lasting success in its new city.
ContributorsSchwartz, Justin David (Author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / Department of Marketing (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description
This thesis provides an analysis on the crowdfunding environment in comparison to traditional fundraising methods in an effort to understand the relationship between the two types of fundraising and why crowdfunding has gained traction. Additionally, this thesis provides a study on good vs. bad crowdfunding to formulate a strategy for

This thesis provides an analysis on the crowdfunding environment in comparison to traditional fundraising methods in an effort to understand the relationship between the two types of fundraising and why crowdfunding has gained traction. Additionally, this thesis provides a study on good vs. bad crowdfunding to formulate a strategy for crowdfunding success. Methods of analysis include the execution of a situational analysis for both fundraising environments, and the collection of primary and secondary data of case studies of both crowdfunding failures and successes. Results showed that although crowdfunding provides lower search cost, greater efficiency, and eliminates geographical limitations leading to successful fundraising, the industry itself is too new and unexplored to be solely relied upon. Fundraising campaigns are most effective when crowdfunding is used complimentary to traditional fundraising methods. This thesis finds that crowdfunding offers unparalleled connectivity between creators and funders, but the transparency of the crowdfunding process is not ready to be trusted entirely. Until more data is collected on the crowdfunding environment, crowdfunding is best utilized in conjunction with traditional fundraising methods.
ContributorsRoth, Ari Lawrence Max (Author) / Giles, Bret (Thesis director) / Schlacter, John (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that

With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that does not mean it is simple. Developing a game requires a substantial amount of work, even before a design is considered worth making into a complete game. Over the course of this thesis, I created eight designs with accompanying prototypes. Only one was made into a fully functional release. I sought to make a game with a great design while increasing my understanding of game development and the code needed to finish a game. I came out realizing that I was in over my head. With the amount of work involved in creating an entire game, iteration is key to finding an idea that is capable of becoming a game that feels complete and enjoyable. A game's design must be fleshed out before technical work can truly begin, yet the design can take nearly as much time and effort as the code. In this thesis, each design is detailed and associated with why it seemed great and why it was replaced, with extra focus on the final design and how players felt about it. These designs are followed by what I learned about game development over the course of the thesis, including both the technical and emotional sides of developing a video game.
ContributorsCharnell, Zachary Andrew (Author) / Olson, Loren (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
The purpose of this paper is to identify a strategy and list recommended initiatives that aim to reduce the total carbon footprint of Brookfield Global Relocation Services and its supply chain by 50% by 2028, and enhance the appeal of this plan through revealing a multitude of beneficial factors for

The purpose of this paper is to identify a strategy and list recommended initiatives that aim to reduce the total carbon footprint of Brookfield Global Relocation Services and its supply chain by 50% by 2028, and enhance the appeal of this plan through revealing a multitude of beneficial factors for the organization, its suppliers, and community. To begin the approach to realizing a 50% reduction to Brookfield GRS's and its supply chain's total carbon footprint is to first measure the current level of greenhouse gases being emitted by the organizations and its suppliers. Using the EPA carbon footprint calculator tool this was accomplished to understand and put an actual value on Brookfield GRS's and its supplier's impact on the environment and to begin setting goals to substantially decrease this level. This leads to the second step of focusing on the internal need to shift the culture, goals, and initiatives towards sustainability before looking to the external environment of the supply chain. To accomplish this second step, Brookfield GRS must reach a high level of awareness for this sustainability shift by the end of 2016, through establishing a Green Committee, setting up an awareness survey, proactively getting involved with the organization newsletter, and the creation of sustainability incentive program. Once awareness is established and continuously increased, a switch towards organization wide mobilization can begin in 2017. This entails looking at areas of high emissions determined by the EPA tool, launching a set of processes aimed at reducing the emissions of these areas by 2018, and wrapping up the phase with an environmental management system by 2018 to catch the results of the processes and allow them to be continuously improved upon. This internal shift towards sustainability packaged into two phases of awareness and mobilization are not just environmentally beneficial but also prove to have value in cost reductions, efficiency gains in processes, reduction in waste/office supplies, talent acquisition and retention, risk mitigation aspects, marketability, brand reputation building, and is a competitive advantage as it inspires innovation. Aiming to reduce emissions by 50% holds huge value internally, but can garner even more benefits externally through Brookfield GRS's supply chain. Once an internal foundation of sustainability culture, goals, and initiatives aimed at reducing its output of emissions are concrete, Brookfield GRS can then continue to build its commitment to the environment and lower its overall carbon footprint by looking externally to its suppliers. This phase is similar to the internal shift, in which awareness and mobilization are required so that Brookfield GRS can identify suppliers that need to be removed, who are willing to work with Brookfield GRS, and the suppliers who are already on track to reducing their emissions by 50% by 2028. Awareness begins with Brookfield GRS communicating to its suppliers that there will be a set of green requirements imposed on them starting in 2019 through an updated RFP process and sustainability survey. Mobilization then occurs with the suppliers abiding to the green requirements of a total carbon footprint calculation to be reported starting in 2019, a set of goals and implementation plans aimed at reducing their total carbon footprint to be reported annually starting in 2019, and an establishment of an EMS or similar system by 2019 warranting continuous improvement of greenhouse gas reducing programs to aim for 5% annual reduction goals and a 50% total decrease by 2028. It is important that the supply chain management employees at Brookfield GRS provide ample evidence of why the emission reduction goal and shift towards sustainability is beneficial for the organization by looking at benefits incurred by Brookfield GRS and value added to other successful organizations like Celestica, Disney, and Intel making similar changes. There are even mutually advantageous results such as increased demand, risk mitigation, cost breakdown form process improvements, and Brookfield GRS and its suppliers will be more collaborative and competitive in the long run. The EMS system then works as a continuous improvement process from 2019 to 2028 to ensure Brookfield GRS and its suppliers are on track to yearly 5% emission reductions and an overall reduction of 50% by 2028. Through Brookfield GRS using this strategy to focus internally and then branching out externally to its suppliers to meet a 50% reduction in total carbon footprint emissions by 2028, numerous environmental, economical, and societal benefits can be gained.
ContributorsGennaro, John Christopher (Author) / Kellso, James (Thesis director) / Whalin, Susan (Committee member) / Department of Supply Chain Management (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description

Curiosity has been linked with many benefits, including increased overall well-being (Lydon-Staley et al., 2020) and greater academic achievement (Gottfried et al., 2016). The value that children place on learning new things and exploring novel ideas is unrivaled by older individuals. However, little research has been conducted to examine

Curiosity has been linked with many benefits, including increased overall well-being (Lydon-Staley et al., 2020) and greater academic achievement (Gottfried et al., 2016). The value that children place on learning new things and exploring novel ideas is unrivaled by older individuals. However, little research has been conducted to examine how parents may be able to help foster their children’s curiosity in a way that teaches them how to effectively search for and synthesize information. This paper aims to determine how parents’ language during a storybook task is related to their children’s strategy to collect rewards during a search game. Preliminary results suggest that parents may be able to encourage more effective search by asking more close-ended questions. These findings provide insight into how parents and guardians may be able to encourage their children to become better adept at searching for information by taking in clues about their environment and modifying their behavior to maximize their efforts.

ContributorsScirpo, Kalie Rose (Author) / Lucca, Kelsey (Thesis director) / Kupfer, Anne (Committee member) / Department of Psychology (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Color Theory is an abstract strategy game, a genre that emphasizes decision-making and strategic thinking without elements of luck or hidden information. This game utilizes primary and secondary colors to represent players' pieces, with the objective to move each player's pawns to the opposite same-colored spaces on the board. Developed

Color Theory is an abstract strategy game, a genre that emphasizes decision-making and strategic thinking without elements of luck or hidden information. This game utilizes primary and secondary colors to represent players' pieces, with the objective to move each player's pawns to the opposite same-colored spaces on the board. Developed through rigorous playtesting, Color Theory introduces a color ranking track that dictates the synergy between the move and jump actions. Players must strategically maneuver their pawns, while also taking into account the position of their colors on the ranking track. It strikes a balance between clever movement and player interaction, providing an accessible and enjoyable gaming experience. In the end, the first player to successfully move three of their six pawns to their opposite spaces wins the game.

ContributorsAlsheikh, Jad (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me.

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me. Games are a big part of my life… from family game night to chess to computer games and math problems. This concept of problem-solving and solution-finding is what led me to this thesis. My Data Analytics and Supply Chain Management majors both involve these concepts as well, so revolving them around my thesis project helped to give me more experience that will help me in my future career. When looking into the field of games, people enjoy many different types around the world. Games can range anywhere from card and board games, to video games, and even sports and the Olympics. These are all considered games, and my goal in taking this thesis course is to become a game designer and start my journey into providing entertainment for my audience to play. Due to the already enormous amount of games in circulation today, I was creative and used the game-making skills I learned in this class when making my game. I focused on developing a strategy board game. Since I have played games all my life, I know that game development is not a simple task to undertake. That is why this Honors Thesis Course is important to me since it was beneficial to gain the skills necessary to create my own game. Making sure the game I created maintained the proper mechanics, story, aesthetic, and technology was paramount to creating an enjoyable board game. Figuring out a cohesive theme was also necessary to sufficiently market the game so people will want to add it to their collection, and more importantly, spend hours of their time playing. Those are skills I learned in my honors-directed study. I used my research by examining different genres of board games and determining which aspects in each influenced my own game design. Once I figured out the general concept of my project, I looked into how already existing games in this genre or other games that are related to my idea function and why they became popular. It was important to understand exactly how these games operate and function in order to be intuitive enough that most people can understand how to play them. I also had to make sure the game wasn’t so basic that people wouldn’t have fun playing them over and over. Once I figured these things out, I started construction of the game prototype, which served as the final deliverable for my Honors Thesis. My purchase list consists of the supplies I needed to construct my board game. I purchased a variety of materials that I needed for this project. I needed to make three copies of it, since my professor requested I give her and my second a copy if I was able. I needed a box, which turned out to be the most expensive single item on the list. The player cards I made doubled as a dice pad since I needed to use dice during the game. I bought plastic gemstones to simulate my currencies, of which I had five types. Four of those came from the same package while the diamonds I bought separately. The bags I bought are used for storage of each type of gemstone, and then they become the player bags when setting up the game. The little cubes I bought are for the quest boards so players can track their actions and certain quests. When constructing the board tiles as well as the quest boards, I needed to buy the wooden blocks, paint, brushes, glue, and lamination sheets. I first painted half of each block with either royal purple or gold to signify what tile it would become. Once I completed that, I printed and laminated the fronts of each tile and glued them together with the blocks. My goal for my thesis project was to create a board game that I would want to buy, and I believe I have accomplished this. Of course, many things will have to change when I work towards publishing my game, such as commissioning artwork, working on different marketing strategies, and lowering the cost of production per game. For a prototype though, I believe that I have done as well as I could with making as good a game as I could. Thank you for this opportunity, it was a lot of fun and I learned a lot that will help me in the future.

ContributorsRose, Dylan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2023-05