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

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
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Description

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were being affected by COVID-19, it was obvious that their group was not immune to the issues the world was facing. Being stuck at home with little to do took a mental and physical toll on many kids. That is when EVOLVE Academy became an idea; our team wanted to create a fully online platform for children to help them practice and evolve their athletics skills, or simply spend part of their day performing a physical and health activity. Our team designed a solution that would benefit children, as well as parents that were struggling to find engaging activities for their kids while out of school. We quickly encountered issues that made it difficult for us to reach our target audience and make them believe and trust our platform. However, we persisted and tried to solve and answer the questions and problems that came along the way. Sadly, the same pandemic that opened the widow for EVOLVE Academy to exist, is now the reason people are walking away from it. Children want real interaction. They want to connect with other kids through more than just a screen. Although the priority of parents remains the safety and security of their kids, parents are also searching and opting for more “human” interactions, leaving EVOLVE Academy with little room to grow and succeed.

ContributorsParmenter, Taylor (Co-author) / Hernandez, Melany (Co-author) / Whitelocke, Kailas (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeff (Committee member) / Dean, W.P. Carey School of Business (Contributor, Contributor, Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This project centered on creating a digital platform to promote local artists and help consumers shop more sustainably.

ContributorsRael, Camdyn (Author) / Aukon-Page, Marina (Co-author) / Sturm, Justin (Co-author) / Byrne, Jared (Thesis director) / Binch, Bill (Committee member) / Patel, Manish (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Sandra Day O'Connor College of Law (Contributor)
Created2023-05
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Description

A significant sub-market within student affairs has been long ignored and broken: Student housing success. Research shows that strong relationships between students that live together are crucial to the well-being and academic success of that student. The problem is that universities have not figured out a standard way to grou

A significant sub-market within student affairs has been long ignored and broken: Student housing success. Research shows that strong relationships between students that live together are crucial to the well-being and academic success of that student. The problem is that universities have not figured out a standard way to group students effectively with some universities opting to market this inefficiency as a normal part of the college experience. For our thesis as a part of Founders Lab, we created our company, RiZing, to tackle this inefficiency. RiZing addresses the student-housing gap and proves that the lack of effective matching can be solved with the right people and of course, video games. Both students and higher education institutions are desperately trying to solve this problem. General event service vendors are racing just as quickly to serve this collegiate market and are extremely motivated to work with anyone who does. As the world today is becoming increasingly digitized, the founders of RiZing believe that the solution to building and maintaining strong connections with peers is possible through leveraging technology such as video games to create strong personal bonds.

ContributorsWilliams, Jordan (Author) / Schmidt, Alexius (Co-author) / Menna, Grace (Co-author) / Topasna, Eric (Co-author) / Byrne, Jared (Thesis director) / Satpathy, Asish (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Sandra Day O'Connor College of Law (Contributor)
Created2022-05