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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Description
Gamification is the process of adding game mechanics to non game activities, thus creating a more engaging environment. Loyals provides a gamification API which can be consumed to add Loyals (achievements) to any website, application, or mobile app. Loyals are used in two major ways: (1) to create an interactive

Gamification is the process of adding game mechanics to non game activities, thus creating a more engaging environment. Loyals provides a gamification API which can be consumed to add Loyals (achievements) to any website, application, or mobile app. Loyals are used in two major ways: (1) to create an interactive environment where users are rewarded for completing tasks and (2) as contextual information useful for analyzing user interaction with the application. The interactive environment inspires users to continue using an application while the contextual information can be used for improving the application to draw in new loyal visitors, ad targeting, creating user profiles, and much more.
ContributorsClaxton, Joshua Allen (Author) / Chen, Yinong (Thesis director) / Collofello, James (Committee member) / Irwin, Don (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsRangarajan, Padmapriya (Co-author) / Klein, Jonathan (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This research study investigates the design principles and best practices for incorporating gamification in EduMobile apps for teaching about mosquito breeding grounds. With limited research investigating the effectiveness of EduMobile apps in engaging and educating students on complex topics, this study aims to uncover best practices for designing EduMobile apps

This research study investigates the design principles and best practices for incorporating gamification in EduMobile apps for teaching about mosquito breeding grounds. With limited research investigating the effectiveness of EduMobile apps in engaging and educating students on complex topics, this study aims to uncover best practices for designing EduMobile apps for early learners (elementary and middle schoolers). A convenience sample of adults who were not part of the target demographic were recruited to test the app. The System Usability Scale was used to measure user satisfaction, and question-wise t-tests were conducted to analyze the effectiveness of specific design changes. Results show a significant difference in user satisfaction between the original and revised designs, with question 5 of the System Usability Scale driving the overall difference in score. Inconsistent design was found to increase extraneous cognitive load and split attention, while consistency within different views was shown to increase user perception of system integration. These findings suggest that incorporating gamification and following best practices in designing EduMobile apps can increase student engagement and motivation in learning about mosquito breeding grounds.

ContributorsKapadia, Anoosh (Author) / Kobayashi, Yoshihiro (Thesis director) / Johnson-Glenberg, Mina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor)
Created2023-05
Description
This project was a look into how a child's education can be strengthened using not only gamification, but also with a more inclusive curriculum to better include and represent students of all backgrounds. Five games were created using Unity, a free game development software, and with regard to the following

This project was a look into how a child's education can be strengthened using not only gamification, but also with a more inclusive curriculum to better include and represent students of all backgrounds. Five games were created using Unity, a free game development software, and with regard to the following subjects, reading, math, music, science, and art. When applicable, the games taught about the cultures of Caribbean and African countries, for example, the art history of Jamaica. Testers played through all games and the number of questions missed as well as time spent on each subject were collected.
ContributorsKong, Brenda (Author) / Chavez Echeagaray, Maria Elena (Thesis director) / Flemmings, Tasha (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-12