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.

Displaying 1 - 10 of 60
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In my thesis paper, I examine the gothic elements found in classical gothic fairy tales from European and Japanese tradition, particularly those works by the Brothers Grimm and Yei Theodora Ozaki. By examining the principle gothic elements that are unique to both stories, and further analyzing the commonalities of story,

In my thesis paper, I examine the gothic elements found in classical gothic fairy tales from European and Japanese tradition, particularly those works by the Brothers Grimm and Yei Theodora Ozaki. By examining the principle gothic elements that are unique to both stories, and further analyzing the commonalities of story, plot, and other major tropes, a better understanding of the message meant to be imparted and other cultural nuances can be ascertained. Gothic literature creates an atmosphere of gloom and suspense, toying with concepts of dread and darkness by employing Gothic elements such as shadows, the supernatural, sinister buildings, and strong-willed villains, all of which affect the rational mind in an irrational way. Fairytales freely use such tropes to their advantage, playing with the many fears of children, while simultaneously painting an idealistic fantasy world. The degree of usage and the application of gothic elements is closely examined in the Grimm works, "Hansel and Gretel," and "The Robber Bridegroom," as well as the Japanese tales, "The Goblin of Adachigahra,""Kintaro the Golden Boy" and "The Monkey and the Crab." These stories have been chosen due for their usage of animal tricksters, themes of control, and aspects of isolation, supernatural entities, and substantial gothic imagery. The gothic elements of death, sinister older women, the supernatural, fears of abandonment, and cunning animals are akin to both Western and Eastern tales, while the concept of gothic setting and the type of monsters prepared to feast on men is significantly different for both cultures, similar lessons are intended to be gleaned by children from these tales, with the intention of generally producing positive results \u2014 while the means differ, the message is strikingly similar, yet there remain cultural differences in terms of central themes and character traits.The effect of re-introducing the darker, gothic elements of traditional fairy tales into modern literature and retellings of the original narratives has been profound.Today, whether it has been at the bequest of the public or simply a new-age movement by modern cinema audience for the "gritty and realistic," fairy tales are returning to their former gothic forms. "Snow White and The Huntsman" is one example of a film which has gone this route, opting for a more gothic, classic telling rather than the chip, cheery, rosy cheeked Disney versions. There is a tendency for most media nowadays to be far less censored and fantastical, aiming for a more realistic, grittier approach \u2014 this bleeds into film and literature likewise, and thus children are impacted by this shift as well. Children seem to be able to handle more, perhaps desensitized at younger and younger ages by the products of our widely consumerist society, or perhaps due to parents raising their children in such a way so that the darkness that tinges these tales doesn't disturb and derail but rather, emphasizes their meaning of teaching certain lessons. Tales such as these are still valuable, and will continue to be so long as we seek a reality greater than our own, where the evil of the world is wiped away, and we all live happily ever after.
ContributorsMoschonas, Jerasimos Theodore (Author) / Ellis, Lawrence (Thesis director) / Hoyt, Heather (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor)
Created2015-05
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The novella Flicker by Rachel Ponstein is a climate fiction story. It draws influence from the post-apocalyptic and dystopian genres as well as classic gothic literature. The story utilizes elements of gothic literature including Freud's Uncanny, uneven framing, and bildungsroman. It also utilizes subhuman species to incite conversation about the

The novella Flicker by Rachel Ponstein is a climate fiction story. It draws influence from the post-apocalyptic and dystopian genres as well as classic gothic literature. The story utilizes elements of gothic literature including Freud's Uncanny, uneven framing, and bildungsroman. It also utilizes subhuman species to incite conversation about the importance of perspective and the use of an alternative lens on the post-Reckoning world. The disaster story is ambiguous to focus the reader on the importance of the characters and their progress throughout the journey rather than the overall plotline. The analysis below serves as an explanation for the intentional decisions made to fit a sub-genre and engage the reader in an intellectual conversation about the issues broached.
ContributorsPonstein, Rachel Kay (Author) / Fette, Donald (Thesis director) / Hoyt, Heather (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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DescriptionThe thesis is based on the process of planning, creating, and implementing an in-home K-12th grade tutoring company that provides a tutoring service where students are aided in academic and lifetime success. The business model also contains detailed plans on how it expects to expand nationwide.
ContributorsVanDuzer, Todd (Author) / Samper, Adriana (Committee member) / Hoyt, Heather (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor)
Created2012-12
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Mizungo is a work of lyrical creative nonfiction with an interactive braided essay format that plays with place and time melding culture, experience, and memory. It weaves the threads of sexuality, loss, depression, privilege, and family between photographs. This develops the themes of otherness and identity while exploring the settings

Mizungo is a work of lyrical creative nonfiction with an interactive braided essay format that plays with place and time melding culture, experience, and memory. It weaves the threads of sexuality, loss, depression, privilege, and family between photographs. This develops the themes of otherness and identity while exploring the settings of Uganda, Tempe, and small-town Utah. The piece explores the identity of "mizungo," the name given by the locals to any white person who travels to Eastern Sub-Saharan Africa. In Uganda, a region known for both hospitality and homophobia, this identity overtakes the author's name and sense of self propeling the mizungo to near celebrity status simply because of skin color and the privilege it promises. For McGovern, this attention creates otherness and the isolation that forces self-reflection, which propels self-healing. "Mizungo" provides her a mask in the homophobic region, that not only protects, but promotes self-acceptance. It also forces her to face her grief over familial tragedies and contemplate the settings of depression, loss, and the makings of family around the world. The timeline of Mizungo flows nonlinearly, and does not stick to one setting. Along with her mental state, the narrative explores the world and the beginning and ending of the "mizungo" identity. The narrative drops the reader onto the streets of Kampala where McGovern is first branded as "mizungo" and ends with the exploration of a different meaning of this identity. In between these scenes, the narrative pulls from memories of childhood and summers spent in Utah up through nine years later in Tempe, a few months before the story was published, and a year after traveling to Uganda.
ContributorsMcgovern, Sophia Odonnell (Author) / Dombrowski, Rosemarie (Thesis director) / Hoyt, Heather (Committee member) / School of Politics and Global Studies (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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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.

ContributorsKlein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / School of International Letters and Cultures (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsVanlue, Aleczander Bryce (Co-author) / Bartels, Parker (Co-author) / Barrong, Tanner (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

500 Days of Summer, released in 2009 and written by Scott Neustadter and Michael H. Weber, is an American film told through the perspective of Tom Hansen, the male lead. It is a story that begins with a third-person narrator, explaining that “This is a story of boy meets girl.”

500 Days of Summer, released in 2009 and written by Scott Neustadter and Michael H. Weber, is an American film told through the perspective of Tom Hansen, the male lead. It is a story that begins with a third-person narrator, explaining that “This is a story of boy meets girl.” The narration then finishes with a warning that “you should know up front, this is not a love story” (Neustadter & Weber, 2009). As the movie continues, however, it becomes increasingly challenging to believe this warning. Tom sees Summer Finn, falls in love, and their relationship ends with him broken-hearted. It is only natural for the audience to view it as a story of Tom’s failed love, and without a deeper analysis, to perceive Summer as the antagonist. <br/> This tendency to view the movie as a love story motivated me to question why the discrepancy between the beginning narration and the common audience perception occurs. My thesis addresses this discrepancy by focusing on the idea that the natural gravitation towards the belief that 500 Days of Summer is a love story exists due to the unreliable narration given by Tom Hansen throughout the movie. I wrote three songs, an interlude, a duet, and a solo, based on the themes and lead characters of the movie to help validate the warning provided in the beginning and provide a deeper insight into Summer’s version of the story.

ContributorsVan Dusen, Sydney Elizabeth (Author) / Fette, Donald (Thesis director) / Hoyt, Heather (Committee member) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBartels, Parker Stephen (Co-author) / Barrong, Tanner (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Management and Entrepreneurship (Contributor, Contributor) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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For my project, I delve into the relationships of Victor and the Monster as well as the relationships Victor shares with other characters that were underdeveloped within the original novel by Mary Shelley in the novel Franeknstein. I examine their relationships in two components. The first through my own interpretation

For my project, I delve into the relationships of Victor and the Monster as well as the relationships Victor shares with other characters that were underdeveloped within the original novel by Mary Shelley in the novel Franeknstein. I examine their relationships in two components. The first through my own interpretation of Victor and the Monster’s relationship within a creative writing piece that extends the novel as if Victor had lived rather than died in the arctic in order to explore the possibilities of a more complex set of relationships between Victor and the Monster than simply creator-creation. My writing focuses on the development of their relationship once all they have left is each other. The second part of my project focuses on an analytical component. I analyze and cite the reasoning for my creative take on Victor and the Monster as well as their relationship within the novel and Mary Shelley’s intentions.

ContributorsHodge Smith, Elizabeth Ann (Author) / Fette, Don (Thesis director) / Hoyt, Heather (Committee member) / Historical, Philosophical & Religious Studies (Contributor, Contributor) / Historical, Philosophical & Religious Studies, Sch (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05