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 61
135445-Thumbnail Image.png
Description
While former New York Yankees pitcher Goose Gossage unleashed his tirade on the deterioration of the unwritten rules of baseball and nerds ruining the sport about halfway through my writing of the paper, sentiments like his were inspiration for my topic: the evolution of statistics and data in baseball. By

While former New York Yankees pitcher Goose Gossage unleashed his tirade on the deterioration of the unwritten rules of baseball and nerds ruining the sport about halfway through my writing of the paper, sentiments like his were inspiration for my topic: the evolution of statistics and data in baseball. By telling the story of how baseball data and statistics have evolved, my goal was to also demonstrate how they have been intertwined since the beginning—which would essentially mean that nerds have always been ruining the sport (if you subscribe to that kind of thought).

In the quest to showcase this, it was necessary to document how baseball prospers from numbers and numbers prosper from baseball. The relationship between the two is mutualistic. Furthermore, an all-encompassing historical look at how data and statistics in baseball have matured was a critical portion of the paper. With a metric such as batting average going from a radical new measure that posed a threat to the status quo, to a fiercely cherished statistic that was suddenly being unseated by advanced analytics, it shows the creation of new and destruction of old has been incessant. Innovators like Pete Palmer, Dick Cramer and Bill James played a large role in this process in the 1980s. Computers aided their effort and when paired with the Internet, unleashed the ability to crunch data to an even larger sector of the population. The unveiling of Statcast at the commencement of the 2015 season showed just how much potential there is for measuring previously unquantifiable baseball acts.

Essentially, there will always be people who mourn the presence of data and statistics in baseball. Despite this, the evolution story indicates baseball and numbers will be intertwined into the future, likely to an even greater extent than ever before, as technology and new philosophies become increasingly integrated into front offices and clubhouses.
ContributorsGarcia, Jacob Michael (Author) / Kurland, Brett (Thesis director) / Doig, Stephen (Committee member) / Jackson, Victoria (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
133404-Thumbnail Image.png
Description
This research aims to look at the lower level collegiate athletics, Intramural sports and club sports, in comparison to Division 1 varsity athletics to see how their sport lives differ and why they are still competing when the reward does not seem as grand as the Varsity athletics. The findings

This research aims to look at the lower level collegiate athletics, Intramural sports and club sports, in comparison to Division 1 varsity athletics to see how their sport lives differ and why they are still competing when the reward does not seem as grand as the Varsity athletics. The findings show that the socially ingrained aspect of sports is the reason that most lower level athletes keep competing.
ContributorsHarvey, Abigail (Author) / Jonsson, Hjorleifur (Thesis director) / Jackson, Victoria (Committee member) / School of Human Evolution and Social Change (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Battle For Arizona Avenue: The History of the Chandler-Hamilton Rivalry is an honors thesis project that aims to serve as a historical hub for the two schools involved. Chandler and Hamilton High School are two public high schools in Chandler, Ariz., who are among the most successful football programs in

Battle For Arizona Avenue: The History of the Chandler-Hamilton Rivalry is an honors thesis project that aims to serve as a historical hub for the two schools involved. Chandler and Hamilton High School are two public high schools in Chandler, Ariz., who are among the most successful football programs in the state despite sitting just 3.8 miles apart from each other. The thesis is housed on a multimedia website, which uses written pieces, photos, videos and other multimedia elements to break down the history of both programs. Chandler is one of the oldest schools in the state, opening in 1914 and often lagging athletically until large population growth led to Hamilton opening in 1998. Hamilton experienced immediate success both as a football program individually and in the rivalry, taking the first 17 match ups between the two schools and winning seven titles in the now 18 years they have been in existence. Chandler has since come and shifted the tide, winning five of the last six games in the rivalry and claiming two titles in the last three years. It's rare for two programs so close in proximity to have so much success not just on the football field but academically, so the thesis looked at the various reasons why. The thesis is about more than just the two schools, however. It dives into what a rivalry means, as well as the overall impact of high school football and the various factors that led into this meaning as much to people as it did. The website should serve as a vital historical device for each school in years to come, with there still being the ability for growth in years to come. https://medium.com/the-battle-for-arizona-avenue
ContributorsArdaya, Fabian (Author) / Kurland, Brett (Thesis director) / Jackson, Victoria (Committee member) / Hawken-Collins, Denise (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
148123-Thumbnail Image.png
Description

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

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
148075-Thumbnail Image.png
Description

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
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.

ContributorsBarrong, Tanner Allen (Co-author) / Bartels, Parker (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147932-Thumbnail Image.png
Description

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.

ContributorsOuellette, Abigail Frances (Co-author) / Dong, Edmund (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147941-Thumbnail Image.png
Description

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in

Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim”. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills.

ContributorsHouck, Bennett Cooper (Co-author) / Forster, Julia (Co-author) / Sigmund, Aidan (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05