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Today, there is a gap between the effectiveness of learning online and learning in person. Online educational videos such as ones found on Youtube mimic more of a lecture style of learning, which is easy ignore without a teacher nearby to engage the viewer. Furthermore, there is a lack of

Today, there is a gap between the effectiveness of learning online and learning in person. Online educational videos such as ones found on Youtube mimic more of a lecture style of learning, which is easy ignore without a teacher nearby to engage the viewer. Furthermore, there is a lack of educational videos on the topic of Euclid’s Elements geometry proofs. This project remedies both accounts by offering a new approach on interactive online learning videos and exercises for the topic of Euclid’s Elements Book One, Propositions One and Two. This is accomplished by combining interactive videos, exercises, questions, and sketchpads into one online worksheet. The interactive videos are made using traditional methods of audio and visual elements, with an emphasis on having more dynamic visuals to engage with the viewer. The exercises are made using a program called Geogebra, and consist in having a question to solve, and diagram the use can manipulate to help solve the question. The questions consist in ensuring the viewer understands the material, as well as potential questions to gauge general understanding before and after using the worksheet. The sketchpads consist in stating the proposition being proved, and giving the user all the tools they need to construct or prove the Euclidean proposition in the online interactive environment offered by Geogebra. All of these components are then ordered into the worksheet to make an interactive online learning experience for the viewer. This way the viewer may both watch and actively use the material being presented to promote learning through engagement in a teacher-less environment.
ContributorsFischer, Quinn (Co-author, Co-author) / Roh, Kyeong Hah (Thesis director) / Zandieh, Michelle (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
Description
This thesis explores the creation of queer community and embodied connection through physical and digital spaces during Covid-19. The BodySleuth Project was an experiment in prototyping social somatic experiences - discovering the limitations and possibilities for technology to deepen social camaraderie and self awareness through movement. The BodySleuth Project was

This thesis explores the creation of queer community and embodied connection through physical and digital spaces during Covid-19. The BodySleuth Project was an experiment in prototyping social somatic experiences - discovering the limitations and possibilities for technology to deepen social camaraderie and self awareness through movement. The BodySleuth Project was a transmedia dance theater game that incorporated live and pre-recorded performances and real time interactivity across a virtual world. Characters or “Guardians” acted as movement guides and story facilitators across the Gather.Town landscape of Rolyrbee Island. Players worked together across time zones and geographical space in their own homes to uncover tactile and digital clues and explore their own bodies. Participants occupied a completely queer universe that has been designed for and by an LGBTQIA+ community.
ContributorsLindegren, Ri (Author) / Standley, Eileen (Thesis advisor) / Rajko, Jessica (Thesis advisor) / Coleman, Grisha (Committee member) / Hayes, Lauren (Committee member) / Pinholster, Jake (Committee member) / Arizona State University (Publisher)
Created2021
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Description
During the design of interactive dance performances, dancers generate a strong relationship to the responsive media after they are given information about how to use the system. This case study observes a dancer's experience of improvising in a responsive audio system (RAS). A triangulated analysis and conclusion is formed from

During the design of interactive dance performances, dancers generate a strong relationship to the responsive media after they are given information about how to use the system. This case study observes a dancer's experience of improvising in a responsive audio system (RAS). A triangulated analysis and conclusion is formed from Laban Movement Analysis in conjunction with post-experience discussions relating to Optimal Flow. This study examines whether or not providing information about how an audio system responds to movement affects a dancers ability to achieve a heightened state of Embodied Flow while improvising in a RAS.
ContributorsAkerly, Julie (Author) / Dyer, Becky (Thesis advisor) / Coleman, Grisha (Committee member) / Ziegler, Christian (Committee member) / Arizona State University (Publisher)
Created2014