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
This study looked at the gender roles of individuals in the LGBT community, who hold gender-inverting and gender-conforming queer identities. The specific identities looked at were twinks (gender-inverted) and bears (gender-conforming) for men, and lipsticks (gender-conforming) and butches (gender-inverting) for women. The hypothesis was that individuals with gender-inverting identities would

This study looked at the gender roles of individuals in the LGBT community, who hold gender-inverting and gender-conforming queer identities. The specific identities looked at were twinks (gender-inverted) and bears (gender-conforming) for men, and lipsticks (gender-conforming) and butches (gender-inverting) for women. The hypothesis was that individuals with gender-inverting identities would react effectively to a masculine gender role selecting prime, as well as a feminine gender role selecting prime.
ContributorsBlankenship, Benjamin Tyrus (Author) / Nagoshi, Craig (Thesis director) / Presson, Clark (Committee member) / Grzanka, Patrick (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2013-05
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Description
Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a virtual world, impacts player learning gains when playing an embodied

Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a virtual world, impacts player learning gains when playing an embodied STEM VR games. The current study investigates how presence impacts learning gains in four conditions. This study evaluated 122 participants’ subjective experiences of presence via an experimenter-designed Presence Scale after playing an educational STEM VR game. ANOVAs were conducted to evaluate differences in learning gains by condition and to also ascertain how presence was affected by cognitive load. Results revealed that presence did not impact learning gains, although high embodiment and high immersion significantly predicted presence. These findings contribute to understanding the effects of embodiment on VR educational games, and how to design for VR user-ability.
ContributorsKalina, Elena Aleksandra (Author) / Johnson-Glenberg, Mina C. (Thesis director) / Presson, Clark (Committee member) / McClure, Sammuel (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12