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
The process of communicating science between the general public and scientific community has been marked by several challenges in the modern setting. Namely, scientists’ trepidation toward misinterpretation, jeopardization of professional reputability, and perception of two distinct arenas of communication has led to the perpetuation of the deficit model of communication.

The process of communicating science between the general public and scientific community has been marked by several challenges in the modern setting. Namely, scientists’ trepidation toward misinterpretation, jeopardization of professional reputability, and perception of two distinct arenas of communication has led to the perpetuation of the deficit model of communication. This model is exceptionally limiting as it effectively removes the scientists from the public sphere and can have devastating societal repercussions. The dialogue model of communication is a much more effective communicative model for the modern setting but has been met with resistance in its adoption. As communication as a whole is grounded in multiple foundational disciplines of psychology, philosophy, linguistics, and other fields, it would be apparent that the adoption of the principles of polymathy would serve to better prepare scientists to engage in mass communication with the public. As polymathy is a lifelong pursuit, the implementation of narrative training into collegiate undergraduate science curriculum would serve as a particularly potent beginning. That is, narrative's ability to reach near-universal audiences, enhance the recall and comprehension of complex subject matter, and forge an empathetic connection essential to effective communication is uniquely suited in ensuring a more effective communicative dynamic between the scientific community and the general public. As such, this thesis serves to advocate the adoption of narrative-based communicative training into undergraduate science curriculum not as separate courses, but rather as direct incorporation. This would serve to both revitalize polymathy in the modern age and prepare the next generation of scientists to be better equipped for the public dialogue.
ContributorsCoker, Keaton M (Author) / Ramsey, Ramsey E. (Thesis director) / Wentzel, Bonnie (Committee member) / School of Social and Behavioral Sciences (Contributor) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting

Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting a different assortment of friends with each playthrough explores player agency and its role in the emergence of narrative from a series of loosely-scripted events.
ContributorsHoward, Rachel (Author) / Hill, Retha (Thesis director) / O'Flaherty, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05
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Description

While Covid-19 had severe impacts on education across the board, the goal of our research is to examine how virtual learning affected Business Data Analytics and Computer Information Students at Arizona State University. A survey was created to measure three key academic areas (student learning, communication, and student engagement) that

While Covid-19 had severe impacts on education across the board, the goal of our research is to examine how virtual learning affected Business Data Analytics and Computer Information Students at Arizona State University. A survey was created to measure three key academic areas (student learning, communication, and student engagement) that may have experienced a notable change in quality. Forty Nine W.P. Carey students were surveyed and their responses were recorded in a Google Sheet. From there the results were transferred to excel and converted into a Numeric Likert scale. By establishing base scores for each of the survey statements we can isolate areas of virtual learning that underwhelmed or satisfied our target demographic. The objective of the subsequent analysis was to identify any areas within the three focal points that participants felt strongly impacted their performance with virtual schooling during the August 2020 to May 2021 school year.

ContributorsGlynn, Rory (Author) / Briggs, Georgette (Thesis director) / Melo, Juan (Committee member) / O'Flaherty, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2022-05