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
Bet Fitness aims to assist its users in forging consistent fitness routines for a lifetime of health, and it encourages people to exercise by having a group of participants set a collective fitness goal and involving them in a friendly competition where groups of friends motivate and support each other’s

Bet Fitness aims to assist its users in forging consistent fitness routines for a lifetime of health, and it encourages people to exercise by having a group of participants set a collective fitness goal and involving them in a friendly competition where groups of friends motivate and support each other’s fitness journeys.
ContributorsDeMent, Clare (Author) / Semadeni, Nathanael (Co-author) / Potts, Maddie (Co-author) / Wang, Shiyuan (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / School of Molecular Sciences (Contributor) / School of Life Sciences (Contributor)
Created2022-05
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Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsVickers, Jackson (Author) / Abraham, Giovanna (Co-author) / Rollins, Jaden (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / School of Politics and Global Studies (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2022-05
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Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05
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Description
Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the

Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.
ContributorsRollins, Jaden (Author) / Abraham, Giovanna (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor)
Created2022-05
Description
Liga MX soccer is on the rise with 18 clubs that are part of the league. The league has had some hardships with acquiring sponsorship. Two big sponsors for the league are BBVA Bancomer and Voit. The focus of this marketing plan is to look at current trends and factors

Liga MX soccer is on the rise with 18 clubs that are part of the league. The league has had some hardships with acquiring sponsorship. Two big sponsors for the league are BBVA Bancomer and Voit. The focus of this marketing plan is to look at current trends and factors that are associated with the league. Recommendations are given for the league to acquire sponsors to help the league continue to grow and succeed.
ContributorsMims, Ambreiah (Author) / Lee, Christopher (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2022-05
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Description

Liga MX soccer is on the rise with 18 clubs that are part of the league. The league has had some hardships with acquiring sponsorship. Two big sponsors for the league are BBVA Bancomer and Voit. The focus of this marketing plan is to look at current trends and factors

Liga MX soccer is on the rise with 18 clubs that are part of the league. The league has had some hardships with acquiring sponsorship. Two big sponsors for the league are BBVA Bancomer and Voit. The focus of this marketing plan is to look at current trends and factors that are associated with the league. Recommendations are given for the league to acquire sponsors to help the league continue to grow and succeed.

ContributorsMims, Ambreiah (Author) / Lee, Christopher (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2022-05
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Description

Liga MX soccer is on the rise with 18 clubs that are part of the league. The league has had some hardships with acquiring sponsorship. Two big sponsors for the league are BBVA Bancomer and Voit. The focus of this marketing plan is to look at current trends and factors

Liga MX soccer is on the rise with 18 clubs that are part of the league. The league has had some hardships with acquiring sponsorship. Two big sponsors for the league are BBVA Bancomer and Voit. The focus of this marketing plan is to look at current trends and factors that are associated with the league. Recommendations are given for the league to acquire sponsors to help the league continue to grow and succeed.

ContributorsMims, Ambreiah (Author) / Lee, Christopher (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2022-05
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Description
In 2020, all states and territories within the United States have at least 20% obesity rates among adults, with the state of Arizona being rated between 30-35% of adults (CDC, 2021). Obesity is linked to an increased risk of heart disease, stroke, type 2 diabetes, high blood pressure, certain cancers,

In 2020, all states and territories within the United States have at least 20% obesity rates among adults, with the state of Arizona being rated between 30-35% of adults (CDC, 2021). Obesity is linked to an increased risk of heart disease, stroke, type 2 diabetes, high blood pressure, certain cancers, as well as other chronic conditions (NIH, 2018). The high percentage is partly due to the work environment in society, which has become increasingly sedentary with the rise of labor-saving technologies, such as computers. As a result, sedentary jobs have increased 83% since 1950 (American Heart Association, 2018). Our proposed solution to the problem of people not getting enough exercise is Bet Fitness. Bet Fitness is a mobile app that utilizes social and financial incentives to motivate users to consistently exercise. The quintessence of Bet Fitness is to bet money on your health. You first create a group with your friends or people you want to compete with. You then put in a specified amount of money into the betting pool. Users then exercise for a specified number of days for a certain period of time (let’s say for instance, three times a week for a month). Workouts can be verified only by the other members of the group, where you can either send photos in a group chat, link your Fitbit/other health data, or simply have another person vouch that you worked out. Anyone who fails to keep up with the “bet”, loses their money that they put in and it gets equally distributed to the other members of the party. According to our initial survey, this idea has generated much interest among college students.
ContributorsSemadeni, Nathanael (Author) / Potts, Maddie (Co-author) / DeMent, Clare (Co-author) / Wang, Shiyuan (Co-author) / Bryne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor)
Created2022-05
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Description
Our group examined the low rate of clothing utilization in the fashion industry. Fast fashion has contributed to this low rate of utilization, as well as the high amounts of textiles that end up in landfills. Our startup, Patchwork Apparel, was designed to address this problem. Our clothes were made

Our group examined the low rate of clothing utilization in the fashion industry. Fast fashion has contributed to this low rate of utilization, as well as the high amounts of textiles that end up in landfills. Our startup, Patchwork Apparel, was designed to address this problem. Our clothes were made with fabric scraps or donated textiles that would otherwise end up in landfills. The mission of our business was to develop trendy and sustainable apparel that helped to eliminate textile waste while staying on brand with current fashion trends.
ContributorsEspinosa, Karly (Author) / Bolas, Brandon (Co-author) / Schalla, Freya (Co-author) / Rebe, Breanna (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2022-05
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Description
The purpose of this project is to analyze the marketing efforts of an adaptive sports organization and identify possible areas for improvement. We will be conducting this marketing analysis as developed by Jeremy Darlow. Once we complete an analysis, we provide recommendations for future marketing efforts at Ability360, the organization

The purpose of this project is to analyze the marketing efforts of an adaptive sports organization and identify possible areas for improvement. We will be conducting this marketing analysis as developed by Jeremy Darlow. Once we complete an analysis, we provide recommendations for future marketing efforts at Ability360, the organization of focus.
ContributorsGuenther, Christian (Author) / Hall, Nathan (Co-author) / Lee, Christopher (Thesis director) / Ramella, Kelly (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / School of Community Resources and Development (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2022-05