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 77
Description

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs with varying degrees of experience. We see this website as an opportunity for interested parties to continue the research and add to the wealth of knowledge in a student worker role. The hope is that students, particularly freshman and first-year transfer students will utilize the site, expand their horizons, learn about all the career opportunities available to them, and push the envelope when it comes to the curriculum taught at Arizona State University. Visit www.mediamentality.com

ContributorsSaulnier, Sedona Rose (Co-author) / Ferrigno, Jessica (Co-author) / Jacoby, Jim (Thesis director) / Scott, Jason (Committee member) / The Sidney Poitier New American Film School (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The purpose of this study was to examine the effect of the comprehensive HPV educational video, “What is HPV?” on the vaccination intent of young adults. The study also aimed to collect information regarding knowledge, attitudes, and beliefs that influence vaccination and related health behaviors. The sample included 215 participants

The purpose of this study was to examine the effect of the comprehensive HPV educational video, “What is HPV?” on the vaccination intent of young adults. The study also aimed to collect information regarding knowledge, attitudes, and beliefs that influence vaccination and related health behaviors. The sample included 215 participants between the ages of 18-26 who had not received any HPV vaccine, were able to read and comprehend English, and had consented for participation through Amazon Mechanical Turk. After they completed the baseline survey (T0), participants were randomly assigned to two study conditions. The intervention group (n = 104) watched the “What is HPV?” video, and the control group (n = 111) read the CDC HPV Fact Sheet. Both groups then completed a post-intervention survey (T1). The analysis results show that the vaccination intent among participants in the intervention group significantly increased following the intervention (59.6% to 71.2%), while vaccination intent significantly decreased for the control group (65.8% to 55%) following the intervention. The results also show a significant difference in the changes in vaccination intent for the two intervention groups. The most change in vaccination intent following the intervention came from the group who was undecided in the initial survey. The findings of the study suggested that a brief HPV educational video that provides the most updated evidence while using non-stigmatizing language and tone has the potential to increase young adults’ vaccination intent to prevent HPV-related cancers and diseases. The findings also suggested that effective HPV education is key to combating negative attitudes and misinformation about HPV vaccines.

ContributorsGlisson, Amber Joy (Author) / Chen, Angela (Thesis director) / Scott, Jason (Committee member) / Reifsnider, Elizabeth (Committee member) / Han, SeungYong (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Curiosity has been linked with many benefits, including increased overall well-being (Lydon-Staley et al., 2020) and greater academic achievement (Gottfried et al., 2016). The value that children place on learning new things and exploring novel ideas is unrivaled by older individuals. However, little research has been conducted to examine

Curiosity has been linked with many benefits, including increased overall well-being (Lydon-Staley et al., 2020) and greater academic achievement (Gottfried et al., 2016). The value that children place on learning new things and exploring novel ideas is unrivaled by older individuals. However, little research has been conducted to examine how parents may be able to help foster their children’s curiosity in a way that teaches them how to effectively search for and synthesize information. This paper aims to determine how parents’ language during a storybook task is related to their children’s strategy to collect rewards during a search game. Preliminary results suggest that parents may be able to encourage more effective search by asking more close-ended questions. These findings provide insight into how parents and guardians may be able to encourage their children to become better adept at searching for information by taking in clues about their environment and modifying their behavior to maximize their efforts.

ContributorsScirpo, Kalie Rose (Author) / Lucca, Kelsey (Thesis director) / Kupfer, Anne (Committee member) / Department of Psychology (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
DescriptionAn artistic film about a girl piecing together memories in search of meaning and hope.
ContributorsFarina, Chiara Rosa (Author) / Chiara, Farina (Thesis director) / Janaki, Cedanna (Committee member) / Scott, Jason (Committee member) / Department of English (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Introspective awareness refers to direct access to one’s own internal and subjective thoughts and feelings (Wimmer & Hartl, 1991). Two theories, simulation theory and theory-theory, have been used to understand our access to our mental states. Simulation theory (Harris, 1991) involves imagining yourself in another person’s situation, reading off of

Introspective awareness refers to direct access to one’s own internal and subjective thoughts and feelings (Wimmer & Hartl, 1991). Two theories, simulation theory and theory-theory, have been used to understand our access to our mental states. Simulation theory (Harris, 1991) involves imagining yourself in another person’s situation, reading off of your mental state, and attributing that state to the other person. Theory-theory (Gopnik, 1993) involves an interrelated body of knowledge, based on core mental-state constructs, including beliefs and desires, that may be applied to everyone—self and others (Gopnik & Wellman, 1994). Introspection is taken for granted by simulation theory, and explicitly denied by theory-theory. This study is designed to test for evidence of introspection in young children using simple perception and knowledge task. The current evidence is against introspective awareness in children because the data suggest that children cannot report their own false beliefs and they cannot report their on-going thoughts (Flavell, Green & Flavell, 1993; Gopnik & Astington, 1988). The hypothesis in this study states that children will perform better on Self tasks compared to Other tasks, which will be evidence for introspection. The Other-Perception tasks require children to calculate the other’s line of sight and determine if there is something obscuring his or her vision. The Other-Knowledge tasks require children to reason that the other’s previous looking inside a box means that he or she will know what is inside the box when it is closed. The corresponding Self tasks could be answered either by using the same reasoning for the self or by introspection to determine what it is they see and do not see, and know and do not know. Children performing better on Self tasks compared to Other tasks will be an indication of introspection. Tests included Yes/No and Forced Choice questions, which was initially to ensure that the results will not be caused by a feature of a single method of questioning. I realized belatedly, however, that Forced Choice was not a valid measure of introspection as children could introspect in both the Self and Other conditions. I also expect to replicate previous findings that reasoning about Perception is easier for children than reasoning about Knowledge.
ContributorsAamed, Mati (Author) / Fabricius, William (Thesis director) / Glenberg, Arthur (Committee member) / Kupfer, Anne (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor)
Created2013-12
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Description
The incorporation of electronic books (e-books) into the classroom and home of young children has been shown to have positive effects on the acquisition of early literacy skills. Dialogic reading methods, which include interactive conversations between caregiver and child about a story as it is being read, additionally are known

The incorporation of electronic books (e-books) into the classroom and home of young children has been shown to have positive effects on the acquisition of early literacy skills. Dialogic reading methods, which include interactive conversations between caregiver and child about a story as it is being read, additionally are known to improve skills that lead to improved literacy during the school years. No research to date, however, has examined e-books and dialogic reading when used together. This study examines how using dialogic reading with a child reading an e-book will impact the acquisition of emergent literacy skills, particularly vocabulary knowledge and story recall ability. Twenty-three children aged 3 to 5 took part in a matched pairs experiment that included reading a select e-book four times in which half received a dialogic reading intervention. The children who received the intervention scored significantly higher in the story recall measure of the posttest than those in the control group. No differences were found between the experimental and control groups on the vocabulary measure, although mutual gains were found among both groups from the pretest to the posttest. The results suggest that dialogic reading when incorporated with e-books may improve a child's ability to recall a story. Further, the results indicate that repeated reading of the same e-book may increase vocabulary knowledge.
ContributorsFallon, Ashley Elizabeth (Author) / Connor, Carol (Thesis director) / Kupfer, Anne (Committee member) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor) / Department of Psychology (Contributor) / Division of Teacher Preparation (Contributor)
Created2014-12
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Description

Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage

Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage include the crowd, facility familiarity, and travel. In the English Premier League, there are no fans allowed at any of the games; furthermore, in the NBA, a bubble was created at one neutral venue with no fans in attendance. Even with the NBA being at a neutral site, there was still a “home team” at every game. The sports betting industry struggled due to failing to shift betting lines in accordance with this decreased home advantage. With these leagues removing some of the factors that are frequently associated with home advantage, analysts are able to better see what the results would be of removing these variables. The purpose of this research is to determine if these adjustments made due to COVID had an impact on the home advantage in different leagues around the world, and if they did, to what extent. Individual game data from the past 10 seasons were used for analysis of both the NBA and the Premier League. The results show that there is a significant difference in win percentage between prior seasons and seasons behind closed doors. In addition to win percentage, many other game statistics see a significant shift as well. Overall, the significance of being the home team disappears in games following the COVID-19 break.

ContributorsOsborne, Ashley A (Author) / Sopha, Matthew (Thesis director) / McIntosh, Daniel (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs with varying degrees of experience. We see this website as an opportunity for interested parties to continue the research and add to the wealth of knowledge in a student worker role. The hope is that students, particularly freshman and first-year transfer students will utilize the site, expand their horizons, learn about all the career opportunities available to them, and push the envelope when it comes to curriculum taught at Arizona State University.

ContributorsFerrigno, Jessica Leigh (Co-author) / Saulnier, Sedona (Co-author) / Jacoby, Jim (Thesis director) / Scott, Jason (Committee member) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The diagnosis for an attention deficit/hyperactivity disorder (ADHD) in children is heavily based on teacher or parent opinion, and not on scientific evidence. This causes children to be wrongly diagnosed with a disorder and be prescribed medicine that they do not need to be taking. This paper discusses a project

The diagnosis for an attention deficit/hyperactivity disorder (ADHD) in children is heavily based on teacher or parent opinion, and not on scientific evidence. This causes children to be wrongly diagnosed with a disorder and be prescribed medicine that they do not need to be taking. This paper discusses a project that was completed for the Child Study Lab (CSL) preschool at Arizona State University (ASU), in which children’s activity within a classroom was automatically recorded using ultra-wideband technology. This project’s goal was to gather location data on the children in the CSL and analyze and assess the collected data for any patterns of behavior. The hope was that if a child’s data displayed a pattern that strayed from the norm, that this analysis could pose as a more objective way to indicate that a child may have an attention deficit problem. Fractal Dimensions and Levy Flights were researched and applied to the data analysis portion of this project.
ContributorsKjerstad, Kamryn R (Author) / Kozicki, Michael (Thesis director) / Kupfer, Anne (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not

Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not believe that many people were watching one Esports championship series in the world in 2019. I believe that most people would not believe that fact. Nowadays the gaming industry has become 134 billion dollars industry (Warman), but most of the general public does not even know that Esports is a globally popular sport. The uniqueness of Esports is that fans are located everywhere in the world, unlike American football. This sport’s popularity is borderless and there are not that many sports leagues that have a huge global fan population in the sports industry. The reason Esports was able to capture popularity from everywhere in this world is because the gaming community is often beyond the border. For example, a person who lives in South Korea is teaming up with a man whom he has never met in person before and fighting against the players who are living on the other side of the world in a single match. This is how modern gaming society is. Those players are physically existing in different places, but there is no border that exists in this gaming virtual world and people are playing in the same match with the players who live in different places. This is one thing that we are not able to see in the traditional sports and the biggest strength of the Esports. The uniqueness of Esports is that all the players do not need to physically get together to play a game. If you want to play soccer, obviously all the 22 players need to be in the same field physically. People do not have a sense of local attachment from the beginning in the world of modern Esports because the gaming community is existing in the virtual world and the border does not exist in this virtual community. This unique environment is one of the biggest factors that makes Esports the fastest growing sport in the entire sports industry these days, and this rapid growth is supported by those younger gamers. Esports is still a new sport compared to other traditional sports, so they will follow a similar or different path that traditional sports took and will be part of those popular leagues in the future.
ContributorsSannomiya, Akie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05