This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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ContributorsTran, Teresa (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert L. (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
Description
This creative honors thesis explores game design by going through the game design experience to produce a prototype of an original board game. From being a casual board game designer to creating one herself, here is a re-account of the experiences it took to design Descent into the Deep. The

This creative honors thesis explores game design by going through the game design experience to produce a prototype of an original board game. From being a casual board game designer to creating one herself, here is a re-account of the experiences it took to design Descent into the Deep. The game design process involved intensive research of game mechanics, learning design tool skills for prototyping, and playtesting to create a playable original board game. Descent into the Deep is a hand management/path game that has players balance their resources to stay alive while considering the opportunity costs of their decisions to earn the most research points. Descent into the Deep has players push their luck and brains to collect research cards for points or offense and defense attacks against other players. The documentation includes the game's rule book, design process, and journal.
ContributorsTran, Teresa (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert L. (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
Description
This creative honors thesis explores game design by going through the game design experience to produce a prototype of an original board game. From being a casual board game designer to creating one herself, here is a re-account of the experiences it took to design Descent into the Deep. The

This creative honors thesis explores game design by going through the game design experience to produce a prototype of an original board game. From being a casual board game designer to creating one herself, here is a re-account of the experiences it took to design Descent into the Deep. The game design process involved intensive research of game mechanics, learning design tool skills for prototyping, and playtesting to create a playable original board game. Descent into the Deep is a hand management/path game that has players balance their resources to stay alive while considering the opportunity costs of their decisions to earn the most research points. Descent into the Deep has players push their luck and brains to collect research cards for points or offense and defense attacks against other players. The documentation includes the game's rule book, design process, and journal.
ContributorsTran, Teresa (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert L. (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05
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Description
The goal of this study was to examine whether there is any effect of phonotactic probability during the early phases of novel word recognition. In order to determine this, I performed two experiments. In Experiment 1, 33 adult monolingual English speakers learned 24 novel word-object pairings, half of which were

The goal of this study was to examine whether there is any effect of phonotactic probability during the early phases of novel word recognition. In order to determine this, I performed two experiments. In Experiment 1, 33 adult monolingual English speakers learned 24 novel word-object pairings, half of which were high English phonotactic probability words and the other half were low English phonotactic probability words. I additionally included three conditions that varied the amount of exposures to each novel word-object pairing (i.e. One Exposure Condition, Two Exposures Conditions, and Five Exposures Condition). Experiment 2 was designed to clarify results found in Experiment 1, with improved randomization and fewer conditions (i.e. One Exposure Condition and Five Exposures Condition). The findings from both experiments were statistically significant in accuracy for Training condition, but not statistically significant for phonotactic probability nor for an interaction between phonotactic probability and Training condition. Although participants demonstrated learning across conditions there is no indication of a relationship between high and low phonotactic probability and novel word recognition. Collectively, these findings suggest that future studies will be necessary to determine if there is indeed an effect of phonotactic probability on early novel word recognition.
ContributorsQuinones, Sara Cristina (Co-author) / Quiñones, Sara (Co-author) / Benitez, Viridiana (Thesis director) / Tecedor Cabrero, Marta (Committee member) / Davis, Mary (Committee member) / Department of Psychology (Contributor) / Dean, W.P. Carey School of Business (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05