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

Displaying 1 - 8 of 8
Filtering by

Clear all filters

148123-Thumbnail Image.png
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
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsVanlue, Aleczander Bryce (Co-author) / Bartels, Parker (Co-author) / Barrong, Tanner (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBartels, Parker Stephen (Co-author) / Barrong, Tanner (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Management and Entrepreneurship (Contributor, Contributor) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
165573-Thumbnail Image.png
Description

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology.

ContributorsRodgers, Tess (Author) / Amaya, Alexander (Co-author) / Toledo, Pedro (Co-author) / Vijayaraghavan, Shalini (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor) / Department of Marketing (Contributor) / Department of Supply Chain Management (Contributor)
Created2022-05
165448-Thumbnail Image.png
Description
DAWN Testing is a Covid-19 and STD delivery site where we send out at-home tests straight to customers on Arizona State University Tempe campus. This site is a part of a Founders Lab thesis designed to give students an opportunity to be part of a team based project focused on

DAWN Testing is a Covid-19 and STD delivery site where we send out at-home tests straight to customers on Arizona State University Tempe campus. This site is a part of a Founders Lab thesis designed to give students an opportunity to be part of a team based project focused on the design and application of a business model. The goal of DAWN Testing is to increase testing in a safe and easily accessible manner.
ContributorsRussell-Prusakowski, Nikolai (Author) / Josephsen, Aleah (Co-author) / Pugliano, Dominic (Co-author) / Serpa, Willow (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor) / School of International Letters and Cultures (Contributor)
Created2022-05
165682-Thumbnail Image.png
Description

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology.

ContributorsToledo, Pedro (Author) / Rodgers, Tess (Co-author) / Amaya, Alexander (Co-author) / Vijayaraghavan, Shalini (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2022-05
165961-Thumbnail Image.png
Description
DAWN Testing is a Covid-19 and STD delivery site where we send out at-home tests straight to customers on Arizona State University Tempe campus. This site is a part of the Founders Lab thesis designed to give students an opportunity to be part of a team based project focused on

DAWN Testing is a Covid-19 and STD delivery site where we send out at-home tests straight to customers on Arizona State University Tempe campus. This site is a part of the Founders Lab thesis designed to give students an opportunity to be part of a team based project focused on the design and application of a business model. The goal of DAWN Testing is to increase testing in a safe and easily accessible manner.
ContributorsPugliano, Dominic (Author) / Josephsen, Aleah (Co-author) / Serpa, Willow (Co-author) / Russell-Prusakowski, Nikolai (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2022-05
166002-Thumbnail Image.png
Description

For our Founders Lab Thesis Project, we are investigating the viability of a cryptocurrency that will be marketed towards students, prospective students, alumni, and faculty members of Arizona State University (ASU). Our cryptocurrency is known as “Hippocampus”. Essentially, individuals within the target audience will have the opportunity to exchange their

For our Founders Lab Thesis Project, we are investigating the viability of a cryptocurrency that will be marketed towards students, prospective students, alumni, and faculty members of Arizona State University (ASU). Our cryptocurrency is known as “Hippocampus”. Essentially, individuals within the target audience will have the opportunity to exchange their fiat money for our university-affiliated cryptocurrency. These individuals will be incentivized to utilize the university-affiliated cryptocurrency as opposed to fiat money, because this cryptocurrency will offer them discounts on college-related expenses, such as tuition, student loans, textbooks, supplies, on-campus housing, on-campus dining, and much more. As the demand for Hippocampus increases, so will its value, which will benefit ASU as a whole. We created a Spring 2022 Semester Survey and surveyed a sample of 250 ASU students regarding the viability of our Founders Lab Thesis Project. 73.2% of participants revealed that they would support a university-affiliated cryptocurrency, and 62% of participants revealed that they would personally utilize a university-affiliated cryptocurrency. Additional activities that we completed to enhance our Founders Lab Thesis Project include interviewing an avid cryptocurrency user, learning about the Blockchain Research Lab, meeting with a financial advisor to understand the financial implications of a university-affiliated cryptocurrency, collaborating with a group of university students at Portland State University who implemented their own university-affiliated crypcorreucy, and touring a cryptocurrency-mining company to grasp an understanding of how cryptocurrency is mined.

ContributorsHammel, Mia (Author) / Clayton, Anna (Co-author) / Fox, Nicholas (Co-author) / Koath, Madison (Co-author) / Byrne, Jared (Thesis director) / Balven , Rachel (Committee member) / Pierce, John (Committee member) / Lea, Tracy (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor) / College of Integrative Sciences and Arts (Contributor) / College of Health Solutions (Contributor)
Created2022-05