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 used an online survey methodology looking at all levels of archers and coaches to understand their perceptions of the shooting process and Mental Game importance. The survey asked about the archer's skill level and their training style, as well as their perception of the importance of each ste

This study used an online survey methodology looking at all levels of archers and coaches to understand their perceptions of the shooting process and Mental Game importance. The survey asked about the archer's skill level and their training style, as well as their perception of the importance of each step in the shooting process and the different parts of the Mental Game. The study also processed the impact of performance of an archer based on their perception of importance of the different steps of the shooting process and the Mental Game. Depending on if the archer has ever had a coach, certain steps of the shooting process and certain parts of the Mental Game was impacted by having a coach at one time. While, the level of coach also impacts how the Mental Game is perceived. Throughout this study, imagery was the most impacted by the level of coach the participant is, if the participants have ever had a coach, and how the participants perform.
ContributorsBell, Rebecca Christa (Author) / Craig, Scotty (Thesis director) / Gray, Robert (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing

This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing and using a haptic robotic manipulator known as the Haptic Testbed (HTB). The HTB is a manipulator designed to emulate human hand movement for haptic testing purposes and features an index finger and thumb for the right hand. Control is conducted through a Leap Motion Controller, a visual sensor that uses infrared lights and cameras to gather various data about hands it can see. The goal of the experiment was to have test subjects complete a task where they shifted objects along a circuit of positions where they were measured on time to complete the circuit as well as accuracy in reaching the individual points. Analysis of subject responses to surveys as well as performance during the experiment showed haptic feedback during training improving initial performance of individuals as well as lowering mental effort and mental demand during said training. The findings of this experiment showed support for the hypothesis that Mayer’s principles do apply to haptic feedback in training for haptic robotic manipulation. One of the implications of this experiment would be the possibility for haptics and tactile senses to be an applicable sense for Mayer’s principles of multimedia learning as most of the current work in the field is mostly focused on visual or auditory senses. If the results of the experiment were replicated in a future experiment it would provide support to the hypothesis that the principles of multimedia learning can be utilized to improve the training of haptic robotic operation.
ContributorsGiam, Connor Dallas (Author) / Craig, Scotty (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
ContributorsKanechika, Amber (Author) / Craig, Scotty (Thesis director) / Roscoe, Rod (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05