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 246
Filtering by

Clear all filters

134159-Thumbnail Image.png
DescriptionThis project is designed to generate enthusiasm for science among refugee students in hopes of inspiring them to continue learning science as well as to help them with their current understanding of their school science subject matter.
ContributorsSipes, Shannon Paige (Author) / O'Flaherty, Katherine (Thesis director) / Gregg, George (Committee member) / School of Molecular Sciences (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
Description
Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure

Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure floating in the atmosphere of Saturn. Players take on the role of HUE, an artificial intelligence trapped in the body of a maintenance robot, as he explores this strange world and uncovers its secrets. Using acrobatic movement abilities, players will solve puzzles, evade enemies, and explore the world from top to bottom. The world, known as the Strobilus Megastructure, is conical in shape, with living quarters and environmental system in the upper sections and factories and resource mining in the lower sections. The game world is split up into 10 major areas and countless minor and connecting areas. Special movement abilities like wall running and anti-gravity allow players to progress further down in the world. These abilities also allow players to solve more complicated puzzles, and to find more difficult to reach items. The story revolves around six artificial intelligences that were created to maintain the station. Many centuries ago, these AI helped humankind maintain their day-to-day lives and helped researchers working on new scientific breakthroughs. This led to the discovery of faster-than-light travel, and humanity left the station and our solar system to explore the cosmos. HUE, the AI in charge of human relations, fell into depression and shut down. Awakening several hundred years in the future, HUE sets out to find the other AI. Along the way he helps them reconnect and discovers the history and secrets of the station. Distant is intended for players looking for three things: A fantastic world full of discovery, a rich, character driven narrative, and challenging acrobatic gameplay. Players of any age or background are recommended to give it a try, but it will require investment and a willingness to improve. Distant is intended to change players, to force them to confront difficulty and different perspectives. Most games involve upgrading a character; Distant is a game that upgrades the player.
ContributorsGarttmeier, Colin Reiser (Author) / Collins, Daniel (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
134325-Thumbnail Image.png
Description
This thesis project examines the likely factors that cause students to drop out of Barrett, the Honors College. Honors literature regarding retention and attrition suggests four areas encompassing individual student attributes and honors program characteristics which may impact a student's decision to stay or leave an Honors College. The primary

This thesis project examines the likely factors that cause students to drop out of Barrett, the Honors College. Honors literature regarding retention and attrition suggests four areas encompassing individual student attributes and honors program characteristics which may impact a student's decision to stay or leave an Honors College. The primary question in focus is, "Why do students leave the Honors College?" followed by the tertiary questions of, "what can be done to mitigate this occurrence?" and, "how does this affect the quality of an honors education?" Assessing attrition can be broken down into biographical, cognitive-behavioral, socio-environmental, and institutional-instrumental components. Students who graduated with honors and those who did not graduate with honors were assessed on these four components through survey methods and qualitative interviews to investigate specific reasons why students leave the honors program. The results indicated a wide array of reasons impacting student attrition, the most significant being negative perceptions towards (1) honors courses and contracts, (2) difficulty completing a thesis project, and (3) finding little to no value in "graduating with honors." Each of these reasons reflect the institutional-instrumental component of student attrition, making it the most salient group of reasons why students leave the Honors College. The socio-environmental component also influences student attrition through peer influence and academic advisor support, though this was found to be within the context of institutional-instrumental means. This project offers solutions to ameliorate each of the four components of attrition by offering standardized honors contracts and more mandatory honors classes, mandatory thesis preparatory courses instead of workshops, and emphasizing the benefit Barrett gives to students as a whole. These solutions aim at increasing graduation rates for future honors students at Barrett as well as improving the overall quality of an honors education.
ContributorsSanchez, Gilbert Xavier (Author) / Parker, John (Thesis director) / O'Flaherty, Katherine (Committee member) / School of Criminology and Criminal Justice (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
135430-Thumbnail Image.png
Description
Social entrepreneurship has received a great deal of attention in recent years. Scholars constantly debate of the meaning of the term and the direction of the field. This paper explores literature written between the years 2010 \u2014 2015 in an effort to understand the current state of social entrepreneurship and

Social entrepreneurship has received a great deal of attention in recent years. Scholars constantly debate of the meaning of the term and the direction of the field. This paper explores literature written between the years 2010 \u2014 2015 in an effort to understand the current state of social entrepreneurship and gain insight as to the direction it is headed. This paper looks at definitions, characteristics, geographical differences, legal designations, and major themes such as social enterprise, social innovation, & social value as well as the implications for performance measures in an attempt to understand the broad concept that is social entrepreneurship.
ContributorsTalarico, Anthony (Author) / Shockley, Gordon (Thesis director) / Hayter, Christopher (Committee member) / Department of Management (Contributor) / School of Public Affairs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135649-Thumbnail Image.png
Description
This project explores the promise and peril of networked self-portraits, focusing on comparisons between artists Andy Warhol and Cindy Sherman, celebrity and reality star Kim Kardashian, Democratic presidential candidate and former first lady Hillary Clinton, and artists Rafia Santana and Alexandra Marzella. I defined selfies as networked self-portraits using a

This project explores the promise and peril of networked self-portraits, focusing on comparisons between artists Andy Warhol and Cindy Sherman, celebrity and reality star Kim Kardashian, Democratic presidential candidate and former first lady Hillary Clinton, and artists Rafia Santana and Alexandra Marzella. I defined selfies as networked self-portraits using a front-facing camera. My introduction is more or less a literature review of photographic theory and art history texts, but all the significant themes brought up in that are relevant to the rest of my arguments. The arguments draw from feminist visual theory including Laura Mulvey, art history texts, as well as critical race theorists like Franz Fanon. While I chose four artists in my examination, I used them as a jumping off point to talk about how identity can be networked and what it means for small slices of life to be photographed and spread via social media. I decided to include feminist visual theory to inform my exploration of female bodies, especially how mediation sets up normative behaviors and representations. I used race theory to talk about visibility of people of color, especially in contrast to the white artists I talked about in my thesis. By way of Kardashian and Clinton, I explored the idea of celebrity and visual culture, as well as motherhood and what femininity could look like in the 21st century. I tend not to make any sweeping conclusions about the best way to network femininity using selfies, but rather explore the different challenges that women face when they place historically-policed bodies into what could be a digital utopia online.
ContributorsNorthfelt, Peter (Author) / Dove-Viebahn, Aviva (Thesis director) / Thornton, Leslie (Committee member) / Department of English (Contributor) / School of Public Affairs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
136719-Thumbnail Image.png
Description
Based upon personal involvement from August 2010 to July 2014 as a Marine Option Midshipman within the ASU Naval Reserves Officer Training Corps (NROTC), being a student of leadership training within my degree plan, and gender difference research I conducted, this creative project addresses potential issues that reside within the

Based upon personal involvement from August 2010 to July 2014 as a Marine Option Midshipman within the ASU Naval Reserves Officer Training Corps (NROTC), being a student of leadership training within my degree plan, and gender difference research I conducted, this creative project addresses potential issues that reside within the ASU NROTC and the ways in which the program overall can be changed for the Marine Options in order to bring about proper success and organization. In order to officially become a Marine within the Unites States Marine Corps, it is necessary for Marine Option students to fulfill Officer Candidate School (OCS) at Quantico, Virginia. As the first female to go through OCS as a midshipman from the ASU NROTC, I found that there is an inadequate amount of preparation and training given in regards to the gender differences and what is to be expected for successful completion. I will offer a brief history regarding the NROTC across the Unites States and the ASU NROTC itself. These subjects will cover the program layouts as well as the leadership training that is required and provided within it and the ways in which this is conducted. I will then compare and contrast this to the leadership training given to me within my study of Leadership and Ethics regarding the transformational leadership, gender-based leadership, and coercive leadership. Finally, I end my thesis with a reflection of personal experiences taken away from these avenues and offer recommendations to better equip the ASU NROTC program in having successful retention and success of the female Marine Option midshipman.
ContributorsCamarena, Leonor Jimenez (Author) / Lucio, Joanna (Thesis director) / Warnicke, Margaretha (Committee member) / Barrett, The Honors College (Contributor) / School of Public Affairs (Contributor)
Created2014-12
136621-Thumbnail Image.png
Description
BACKGROUND: Biotechnology can improve vitamin deficiencies, farming practices and yields, yet it is surrounded by controversy. PURPOSE: The purpose of this study was to better understand opinions Americans have about genetically modified organisms (GMOs), across multiple perspectives including scientists, farmers, and perceptions shared via social media. METHODS: A Google Scholar

BACKGROUND: Biotechnology can improve vitamin deficiencies, farming practices and yields, yet it is surrounded by controversy. PURPOSE: The purpose of this study was to better understand opinions Americans have about genetically modified organisms (GMOs), across multiple perspectives including scientists, farmers, and perceptions shared via social media. METHODS: A Google Scholar search for the term "genetically modified" (GM) produced 1,420,000 results in 0.05 seconds from the year 1988 to present, a portion of this literature was used for this study. In addition a quasi-experimental study on social media (i.e. a blog and Twitter) was performed to inspire reactions of social media users who followed the accounts @Biofortified and @BiotechFood. The study lasted for approximately three months. The analytics website, Topsy was also used to track the number of conversations that included terms like "GMO". Furthermore a plant biologist, sustainability scientist, and local farmers were interviewed to gain insights on their perceptions of GM products. RESULTS: Results generally suggest that there was no stance shared by social media users, local farmers, and researchers. It was clear however that conversation about GMOs happens daily on social media. These conversations however lack the evidence that can be learned through literature and conversations with local farmers. DISCUSSION: A plausible possible reason for the confusion and mixed opinions is that regardless of the resources (like scientific literature and agriculture workers available on GMOs), individuals appear to use moral reasoning \u2014 as defined by Jonathan Haidt \u2014 to defend their stance on GMOs, not necessarily any empirical evidence.
ContributorsHubbard, Shayla Briann (Author) / Hekler, Eric (Thesis director) / Wharton, Christopher (Committee member) / Barrett, The Honors College (Contributor) / School of Community Resources and Development (Contributor) / School of Public Affairs (Contributor) / School of Life Sciences (Contributor)
Created2015-05
136544-Thumbnail Image.png
Description
As of late, many universities and colleges have been attempting to change their policies that surround campus sexual assault in order to maintain their compliance as an educational institution by the Department of Education Title IX, Clery Act, the Family Educational Rights and Privacy Act (FERPA) and locally, by the

As of late, many universities and colleges have been attempting to change their policies that surround campus sexual assault in order to maintain their compliance as an educational institution by the Department of Education Title IX, Clery Act, the Family Educational Rights and Privacy Act (FERPA) and locally, by the Arizona Board of Regents (ABOR). Currently, statistics show that 1 in 5 women will be sexually assaulted during her college career. Educational institutions are becoming overwhelmed by law suits and other remedies in order to satisfy complaints of campus sexual assault. To understand the current mood of students at Arizona State University (ASU) on the topic of campus sexual assault, the present study examined the current knowledge of students regarding resources at ASU, as well as their potential commitment to participate in new policies at ASU. The sample (N=238) consisted of 20.2% male and 79.8% female of varying years of study from undergraduate to masters who overwhelming agreed that they would adhere to the three (3) recommendations of policy change at ASU in order to educate students on the dangers of campus sexual assault. Survey evaluations are discussed to show support for the recommended policies. Keywords: campus sexual assault, rape myth acceptance, policy implementation, recommendations
ContributorsCervantes, Felix Del Campo (Author) / Desouza, Kevin (Thesis director) / Roe-Sepowitz, Dominique (Committee member) / Barrett, The Honors College (Contributor) / School of Public Affairs (Contributor)
Created2015-05
136495-Thumbnail Image.png
Description
The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
136516-Thumbnail Image.png
Description
Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot

Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot detection, we are interested in bots on Twitter that tweet Arabic extremist-like phrases. A testing dataset is collected using the honeypot method, and five different heuristics are measured for their effectiveness in detecting bots. The model underperformed, but we have laid the ground-work for a vastly untapped focus on bot detection: extremist ideal diffusion through bots.
ContributorsKarlsrud, Mark C. (Author) / Liu, Huan (Thesis director) / Morstatter, Fred (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05