Theses and Dissertations
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- Creators: Department of Information Systems
Prior research has established a relation between parenting behaviors and symptoms of child psychopathology, and this association may be influenced by both genetic and environmental factors. Gene-environment correlation, or the influence of a child’s genes on the environment they receive, represents one possible mechanism through which genes and environment combine to influence child outcomes. This study examined evocative gene-environment correlation in the relation between parenting and symptoms of child psychopathology in a sample of 676 twins (51.5% female, 58.5% Caucasian, 23.7% Hispanic/Latinx, primarily middle class, MAge=8.43, SD=.62) recruited from Arizona birth records. Using univariate ACE twin biometric models, genetic influences were found to moderately contribute to internalizing symptoms (A=.47, C=.25, E=.28), while externalizing (A=.86, E=.14) and ADHD (A=.84, E=.16) symptoms were found to be highly heritable. The genetic influences for positive (C=.54, E=.46) and negative (C=.44, E=.56) parenting were smaller and found to be nonsignificant. The correlations between parenting and types of psychopathology were examined and bivariate Cholesky decompositions were conducted for statistically significant correlations. Negative parenting was moderately positively correlated with externalizing and ADHD symptoms; the relation between externalizing symptoms and negative parenting was found to be due to shared genetics, whereas the relation between negative parenting and ADHD symptoms was due to the shared environment. The mixed results regarding the role of gene environment correlation in relations between parenting and child psychopathology indicate that further research on the mechanisms of this relation is needed.
The purpose of this thesis study was to market a favorable solution to reduce stress levels and improve the quality of sleep for young adults by using a piece of technology developed by NASA. This technology was a lighting system initially designed to help astronauts regulate their circadian rhythms in space, and our goal was to find a suitable market for this type of product. Our team wanted to focus on college students because they often suffer from high anxiety and stress levels, which affects their overall productiveness in study rooms and dorms. After conducting research and interviewing students on the ASU campus, we wanted to market a solution that incorporates the same technology, but is also able to adjust lighting intensity and color. Taking this solution, our group setup demonstration rooms in Noble Library to collect data from students who would be interested in seeing more of this product on campus. Additionally, a Facebook advertisement campaign was launched to promote our website and gain any other feedback. Ultimately, these two methods of outreach proved to be a huge success, and there was a significant amount of interest in this product, validating that there is a potential market.
Transportation around campus on time is crucial for in-person college students looking to succeed in their studies. Unfortunately, inequities have arisen between the ability of able-bodied students to get to and from class and permanently or temporarily disabled students looking to do the same. ASU’s solution to this problem, the Disability Access and Resource Transportation (DART) service, does adequately address the needs of its targeted customers properly. Unfortunately, student surveys and anecdotal evidence from students’ lived experiences have demonstrated that DART often leaves students waiting for more than half an hour for a ride, causes students to miss class, and is altogether unreliable in today’s age where punctuality is key to success. Our goal in our thesis project was to create an equal on-campus transportation playing field for students with and without mobility issues so that a students’ ability to get around campus would never serve as a hindrance to his/her ability to, at a minimum, earn a degree; ideally empowering all students to thrive regardless of their personal circumstances.
Party on Wall Street is a web-based video game developed by Maroon and Gold Game Studios. As an educational entrepreneurship video game, Party on Wall Street provides a refreshing and exciting new experience for the tycoons in society who want a little more of that entrepreneurial lifestyle. With proper research on customer demographics, Maroon and Gold Game Studio’s brand identity consists of a modern game with multiple use cases. With strong partnerships with multiple creatives and built from scratch game development, Party on Wall Street implements a fun, high intensity business competitive environment for players and students to engage in. This thesis consists of building an interactive experience through the use of AirConsole, a third party platform that hosts the game and allows players to join it by connecting to the same website on their mobile device. The primary user has access to hosting a game which can be casted to a larger screen, typically a television. When hosting a game, a room code is generated which can be typed in on the mobile device to connect to the game. When all players have joined the game, the host can initiate it. Players go through 6 rounds of pitch style investing presentations and have the opportunity to invest in other products with the ultimate goal of earning the most money. In the end, the game was successfully implemented, extensively user tested, and is under review by the AirConsole game team. Over the last year, the team successfully brought an idea through the entire product development process, learned to build a game in Unity, made practice of extensible testing and validation methods, and leveraged customer research and feedback to design a game that is ultimately both enjoyable and educational.