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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COVID-19 has been challenging for nearly everyone in different ways. Healthcare organizations have had to quickly change policy, modify operations, reorganize facilities, hire, and train staff to overcome COVID-19 related challenges to be able to still provide care for patients, all while being mindful of the protection of their staff.

COVID-19 has been challenging for nearly everyone in different ways. Healthcare organizations have had to quickly change policy, modify operations, reorganize facilities, hire, and train staff to overcome COVID-19 related challenges to be able to still provide care for patients, all while being mindful of the protection of their staff. Some healthcare organizations have responded particularly well, perhaps due to preparedness, planning, or exceptional leadership in times of crisis. To explore this, we invited seven healthcare system leaders from three different organizations in Arizona to talk about how they overcame challenges at the beginning of this pandemic with effective strategies and any leadership tips they had for the future. After the interviews were conducted, the interviews were transcribed, coded qualitatively, and separated into themes and categories to analyze their answers to the questions asked. The results and conclusions included strategies such as having open and honest communication, teamwork, rapidly developing communicating policies, and widely adopting new work practices like Telemedicine, Zoom, and working at home as crucial. This report is designed to assist in aiding and inspiring future or other leaders to be better prepared for solving various challenges with other emergencies that arise in the future.

ContributorsDarira, Saigayatri (Author) / Doebbeling, Bradley (Thesis director) / Don, Rachael (Committee member) / Franczak, Michael (Committee member) / College of Health Solutions (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Aphasia is an impairment that affects many different aspects of language and makes it more difficult for a person to communicate with those around them. Treatment for aphasia is often administered by a speech-language pathologist in a clinical setting, but researchers have recently begun exploring the potential of virtual reality

Aphasia is an impairment that affects many different aspects of language and makes it more difficult for a person to communicate with those around them. Treatment for aphasia is often administered by a speech-language pathologist in a clinical setting, but researchers have recently begun exploring the potential of virtual reality (VR) interventions. VR provides an immersive environment and can allow multiple users to interact with digitized content. This exploratory paper proposes the design of a VR rehabilitation game –called Pact– for adults with aphasia that aims to improve the word-finding and picture-naming abilities of users to improve communication skills. Additionally, a study is proposed that will assess how well Pact improves the word-finding and picture-naming abilities of users when it is used in conjunction with speech therapy. If the results of the study show an increase in word-finding and picture-naming scores compared to the control group (patients receiving traditional speech therapy alone), the results would indicate that Pact can achieve its goal of promoting improvement in these domains. There is a further need to examine VR interventions for aphasia, particularly with larger sample sizes that explore the gains associated with or design issues associated with multi-user VR programs.

ContributorsGringorten, Rachel (Author) / Johnson, Mina (Thesis director) / Rogalsky, Corianne (Committee member) / English, Stephen (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / College of Health Solutions (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2023-05
Description
Many children with disabilities need physical therapy treatment but it can be difficult to instruct patients with restricted or limited communication. Most exercise cards and depictions used in communicating instruction to pediatric special needs patients are not representative of children with disabilities. This project aimed to create inclusive physical therapy

Many children with disabilities need physical therapy treatment but it can be difficult to instruct patients with restricted or limited communication. Most exercise cards and depictions used in communicating instruction to pediatric special needs patients are not representative of children with disabilities. This project aimed to create inclusive physical therapy exercise cards depicting children with disabilities. The goal of these cards was to help communicate instructions and motivate children to perform their exercises in clinical settings. The exercise selection was based on observations from working with children with disabilities in a pediatric physical therapy clinic. As a result, photos of children with developmental disabilities were taken performing exercises and subsequently made into cards and provided to physical therapists (PT). The PT’s used the cards for at least a week and reported on their functionality. The feedback from PT’s regarding the use of exercise cards in therapy sessions was overwhelmingly positive. With the positive feedback from the PT’s, the cards will be published and donated to pediatric physical therapy clinics in Arizona.
ContributorsMack, Sarah (Author) / Hart, Teresa (Thesis director) / Broman, Tannah (Committee member) / Barrett, The Honors College (Contributor) / College of Health Solutions (Contributor)
Created2024-05
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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