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 purpose of this project is to raise awareness for children with social anxiety. As a book directed to children around the age of 12, it will give them a character they can relate to, so they can feel less alone. Throughout the story, the main character experiences symptoms of

The purpose of this project is to raise awareness for children with social anxiety. As a book directed to children around the age of 12, it will give them a character they can relate to, so they can feel less alone. Throughout the story, the main character experiences symptoms of social anxiety and is subject to events that exacerbate those symptoms. Despite her challenges, the main character is able to effectively cope with her social anxiety through her own hard work, and help from her family members, teachers, and peers. The intent is to show children with social anxiety that, contrary to what their disorder makes them feel, they are special and have the capacity to develop skills that are relevant to their talents and interests, and overcome their fears. They should know that parents, teachers, and peers will be there to help and support them and will not judge them as harshly as they suspect. The supporting characters in this story show how a strong support base can influence the success of children with social anxiety. By the end of the story, the main character still has social anxiety, but has gained confidence and her symptoms are less severe. This illustrates that, although social anxiety cannot simply be overcome—that is, it doesn’t go away completely—it can be effectively managed with assistance from close others, and perseverance.
ContributorsDillard, Bethlehem (Author) / Lewis, Stephen (Thesis director) / Gaffney, Cynthia (Committee member) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.
ContributorsCarney, Nicholas (Co-author) / West, Andrew (Co-author) / Dobkins, Jacob (Co-author) / Amresh, Ashish (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
Description
In Arizona, there are virtually no established support groups or services for children on the autism spectrum and their families when experiencing the loss of a loved one. This is due to many factors, including the complexity of autism, an inconsistent belief that children with autism are capable of grieving,

In Arizona, there are virtually no established support groups or services for children on the autism spectrum and their families when experiencing the loss of a loved one. This is due to many factors, including the complexity of autism, an inconsistent belief that children with autism are capable of grieving, and a general lack of research conducted on the crossover of children with autism and grief. This proposal is based on the social work strengths perspective, in which I argue that children living with autism are capable of grieving and need support to do so. The way families and practitioners approach grief among children with autism is with individual counseling based on a therapist's discretion, grief books and guides, and virtual communities. I attempt to compile evidence-based and practical activities, interviews with parents and professionals, and my experience in order to recommend effective support for children with autism experiencing loss. My hope is that caregivers will use this material in order to understand and help a neglected population find the language and means to safely grieve.
ContributorsCohen, Jessica Marie (Author) / Ingram-Waters, Mary (Thesis director) / Stuckey, Michelle (Committee member) / School of Criminology and Criminal Justice (Contributor) / School of Social Work (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.
ContributorsLax, Amelia Ann Riedel (Author) / Dove-Viebahn, Aviva (Thesis director) / Wetzel, Jon (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Popular culture tends to downplay strong female characters to favor a plethora of male figures that children look up to as heroes. This creates a gender imbalance in exposure to inspirational characters that children can look up to as role models. For our team's creative project, we chose to write

Popular culture tends to downplay strong female characters to favor a plethora of male figures that children look up to as heroes. This creates a gender imbalance in exposure to inspirational characters that children can look up to as role models. For our team's creative project, we chose to write and illustrate a children's book mainly targeted at young girls, ages eight to twelve that focuses on the stories of selected female figures of Norse mythology. The five stories in our collection focus on the figures Frigg, Skadi, Elli, Idunn, and Freya and are inspired by the mythology contained in the Prose Edda by Snorri Sturluson and selected medieval texts on the Germanic Lombard tribe. Through our book, Women of Norse Myth: For Little Goddesses, we wanted to introduce children to Norse mythology, a branch of myth that is often overshadowed by more popular mythologies such as Roman and Greek. Additionally, our goal was to bring light to the female figures within Norse myth that are generally given less attention than their male counterparts. Keeping in mind these goals, the stories were adapted from the original myths in a manner that would be suitable for a young audience as well as our aim for female empowerment. The final manuscript contains an introduction to Norse cosmology, introductions to the figures, a glossary of Norse terms used, and the illustrated stories themselves. Together with our combined talents, interests, and goals, Women of Norse Myth: For Little Goddesses was completed, and we hope that someday it can be published and serve as a fun and inspiring storybook for children to read and learn from.
ContributorsFarine, Brittany (Co-author) / Muth, Margaret (Co-author) / Youngjohn, Trystan (Co-author) / Alexander, John (Thesis director) / Wells, Cornelia (Committee member) / Department of English (Contributor) / Department of Psychology (Contributor) / School of Human Evolution and Social Change (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The author examined the relationship between social intelligence and attachment style, specifically how attachment style affects how individuals respond to social intelligence training. Students at the Herberger Young Scholars Academy, a school for the highly gifted, completed an online social intelligence training program through the Social Intelligence Institute and were

The author examined the relationship between social intelligence and attachment style, specifically how attachment style affects how individuals respond to social intelligence training. Students at the Herberger Young Scholars Academy, a school for the highly gifted, completed an online social intelligence training program through the Social Intelligence Institute and were assessed on a number of items. These items include the Tromso Social Intelligence Scale (TSIS), the Attachment Questionnaire for Children (AQ-C), and a daily diary measure in which they recorded and rated their social interactions day to day. All participants were found to be either securely or insecurely attached, and those that were insecurely attached were further divided into insecure anxious attachment style and insecure avoidant attachment style. It was hypothesized that those with a secure attachment style would have higher initial TSIS scores than those with an insecure attachment style. It was also hypothesized that insecurely attached individuals would benefit more from the social intelligence training program than securely attached individuals indicated by "In tune" scores from the daily diaries, and insecure avoidant individuals would benefit more from the program than insecure anxious individuals indicated by "In tune" scores from the daily diaries. None of these hypotheses were supported by the data, as there was no significant difference between the initial social intelligence scores of the three attachment styles, and none of the variables measured were found to be significant predictors of "In tune" scores. Key Words: social intelligence, social intelligence training, attachment, attachment style, children, adolescents, gifted, IQ, high IQ
ContributorsPrice, Christina Nicole (Author) / Zautra, Alex (Thesis director) / Knight, George (Committee member) / Mickelson, Kristin (Committee member) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor) / Department of Psychology (Contributor)
Created2014-12
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Description
Children today are being primed with technology at very young ages, leading to a more digitally focused lifestyle. Tangentially, today's digital culture has led to the increase of online shopping rather than in-store shopping. A group of students at Arizona State University's Innovation Space program, in partnership with Disney Consumer

Children today are being primed with technology at very young ages, leading to a more digitally focused lifestyle. Tangentially, today's digital culture has led to the increase of online shopping rather than in-store shopping. A group of students at Arizona State University's Innovation Space program, in partnership with Disney Consumer Products, set out to create a children's product that bridged the physical-digital gap, and encouraged outdoor activity. The result of their work was Blitz: a versatile, outdoor gaming console that brings traditional outdoor fun into the digital world. This thesis and paired creative project are an extension of the research and development done by the Blitz team. The purpose of this additional research is to discover how parents and children shop online in to design a website to market and sell the Blitz gaming system. Some of the topics covered include visual design, functionality, user interaction, and marketing tactics. The goal is not to develop advertising tactics to manipulate children, but to find the best ways to design for, and market children's products.
ContributorsPoindexter, Devin Alan (Author) / Fehler, Michelle (Thesis director) / Peck, Sidnee (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Finance (Contributor)
Created2014-12
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Description
This study examines the effect of exercise therapy on a stationary bike on cognitive function, specifically inhibition and set-switching, in adolescents with Down syndrome. 44 participants were randomly divided between the voluntary cycling therapy group (VCT) (i.e., self-selected cadence), assisted cycling therapy group (ACT) (i.e., 30% faster than self-selected cadence

This study examines the effect of exercise therapy on a stationary bike on cognitive function, specifically inhibition and set-switching, in adolescents with Down syndrome. 44 participants were randomly divided between the voluntary cycling therapy group (VCT) (i.e., self-selected cadence), assisted cycling therapy group (ACT) (i.e., 30% faster than self-selected cadence accomplished by a motor), and a control group (NC) in which the participants did not undergo any exercise therapy. Both cycling groups rode a stationary bicycle, for 30 minutes, three times a week, for eight-weeks. At the beginning (i.e., pretest) and end (i.e., posttest) of the eight-week session the participants completed tasks to evaluate their cognitive function. They completed three trials of the card sort test (i.e., set-switching) and three trials of the knock-tap test (i.e, inhibition) before and after eight-weeks of cycling therapy. The scores of these tests were analyzed using one-way ANOVA between groups and paired samples t-tests. The results showed that after eight-weeks of cycling therapy the participants in the VCT group performed worse in the knock-tap test, but improved in two trials of the card sort test. The results also showed that the participants in the ACT group performed worse after eight-weeks of exercise therapy in one trial of the card sort test. No significant changes were seen for the control group. Due to the fact that on average the participants in the VCT group cycled with a higher heart rate, our results suggest exercise that significantly elevates heart rate can improve cognitive function, specifically set-switching, in adolescents with Down syndrome.
ContributorsBenson, Alicia Meigh (Author) / Ringenbach, Shannon (Thesis director) / Amazeen, Eric (Committee member) / Maraj, Brian (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2015-05
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Description
This study examined the effect of an 8-week exercise intervention on functional exercise capacity in adolescents with Down syndrome (DS). Forty participants were randomly assigned to one of three groups: assisted cycling (ACT) (n = 17) where participants experienced at least a 35% increase in their voluntary cycling speed through

This study examined the effect of an 8-week exercise intervention on functional exercise capacity in adolescents with Down syndrome (DS). Forty participants were randomly assigned to one of three groups: assisted cycling (ACT) (n = 17) where participants experienced at least a 35% increase in their voluntary cycling speed through the use of a motor, voluntary cycling (VC) (n = 15) where participants cycled at a self-selected cadence, and no cycling (NC) (n = 8) where participants did not participate in any cycling intervention. In each cycling intervention, each participant completed three, 30 minute cycling sessions per week for a total of eight weeks. The Six-Minute Walk Test (6MWT) was administered prior to and after the 8-week intervention in pre-test and post-test assessment sessions, respectively. Our hypothesis was somewhat supported in that functional exercise capacity improved after ACT as measured by an increase in total number of laps walked, total distance walked, and average walking speed during the 6MWT, when compared to VC or NC.
ContributorsCook, Megan Rey (Author) / Ringenbach, Shannon (Thesis director) / Huberty, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05
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Description
Exercise is a great boon to both the health of individuals and the national as a whole. Exercise provides a wide range of significant and well established benefits to both physical and psychological health, with many benefits that are still being discovered. The effects of exercise on health are somewhat

Exercise is a great boon to both the health of individuals and the national as a whole. Exercise provides a wide range of significant and well established benefits to both physical and psychological health, with many benefits that are still being discovered. The effects of exercise on health are somewhat unique, as exercise is one of a limited number of ways to improve health that is not harm a reduction strategy, but instead increases health through direct benefit, rather than increasing health by decreasing damage and harm. Support is also given to the proposal that individuals are in best position to determine the intensity of exercise and to choose primary activities to participate in, in order to provide near maximum physical and psychological benefit, with the understanding that frequency of exercise is of the upmost importance for benefit. The accessibility of exercise and the tremendous health benefit of exercise, makes exercise a huge asset in reducing the exorbitant health care spending and improving mediocre health outcomes in this country; a reasonable goal as numerous countries have better health the United States, even though the United States spends the more than any other country on health.
ContributorsRael, Ashur Scott (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Department of Chemistry and Biochemistry (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2015-05