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Does School Participatory Budgeting Increase Students’ Political Efficacy? Bandura’s “Sources,” Civic Pedagogy, and Education for Democracy
Description

Does school participatory budgeting (SPB) increase students’ political efficacy? SPB, which is implemented in thousands of schools around the world, is a democratic process of deliberation and decision-making in which students determine how to spend a portion of the school’s budget. We examined the impact of SPB on political efficacy

Does school participatory budgeting (SPB) increase students’ political efficacy? SPB, which is implemented in thousands of schools around the world, is a democratic process of deliberation and decision-making in which students determine how to spend a portion of the school’s budget. We examined the impact of SPB on political efficacy in one middle school in Arizona. Our participants’ (n = 28) responses on survey items designed to measure self-perceived growth in political efficacy indicated a large effect size (Cohen’s d = 1.46), suggesting that SPB is an effective approach to civic pedagogy, with promising prospects for developing students’ political efficacy.

ContributorsGibbs, Norman P. (Author) / Bartlett, Tara Lynn (Author) / Schugurensky, Daniel, 1958- (Author)
Created2021-05-01
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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
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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.

ContributorsHernandez, Melany (Co-author) / Parmenter, Taylor (Co-author) / Byrne, Jared (Thesis director) / Kunowski, Jeffrey (Committee member) / Lee, Christopher (Committee member) / Thunderbird School of Global Management (Contributor, Contributor) / School of Social and Behavioral Sciences (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.

ContributorsWhitelocke, Kailas N (Co-author) / Hernandez, Melany (Co-author) / Parmenter, Taylor (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeff (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers

This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers can follow the creatures of this story-driven program as they learn the importance of digital literacy in the 21st century.
ContributorsRaiton, Joseph Michael (Author) / Fehler, Michelle (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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Description
Cyber threats are growing in number and sophistication making it important to continually study and improve all dimensions of digital forensics. Teamwork in forensic analysis has been overlooked in systems even though forensics relies on collaboration. Forensic analysis lacks a system that is flexible and available on different electronic devices

Cyber threats are growing in number and sophistication making it important to continually study and improve all dimensions of digital forensics. Teamwork in forensic analysis has been overlooked in systems even though forensics relies on collaboration. Forensic analysis lacks a system that is flexible and available on different electronic devices which are being used and incorporated into everyday life. For instance, cellphones or tablets that are easy to bring on-the-go to sites where the first steps of forensic analysis is done. Due to the present day conversion to online accessibility, most electronic devices connect to the internet. Squeegee is a proof of concept that forensic analysis can be done on the web. The forensic analysis expansion to the web opens many doors to collaboration and accessibility.
ContributorsJuntiff, Samantha Maria (Author) / Ahn, Gail-Joon (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
The purpose of this thesis is to examine the effects of digital on the fashion industry. In order to accomplish this, we must first examine the fashion industry, as well as the emerging digital space, and how these two industries are rapidly colliding. Fashion, an industry that has been around

The purpose of this thesis is to examine the effects of digital on the fashion industry. In order to accomplish this, we must first examine the fashion industry, as well as the emerging digital space, and how these two industries are rapidly colliding. Fashion, an industry that has been around since the early 1800s in the United States (Fashion History: The American System for Fashion, 2009), is being forced to pivot, and change its traditional practices, in order to remain relevant in a world heavily influenced by the Internet and consumer preferences. The largest changes taking place within fashion include the power of various industry influencers, including designers, magazines, retailers and lifestyle bloggers, and the rise of blogging as a fashion news source. Although designers, magazines and retailers still have significant clout within the industry, bloggers are becoming a force to be reckoned with, adding a new variable to the industry.

Meanwhile, digital is still being defined, as countless people work to determine best practices and reconcile the unending amount of information available into something that can be used. Trends in digital include the concept of new media, blogging, social media and new channels of media. Overall, we are seeing a shift to user-­‐ generated content, available all the time, and a proliferation of content being created and published on the Web.

Some of the ways these two industries are colliding include the rise of lifestyle bloggers, developments and usage of technology, an abundance of new e-­‐commerce models, and finally, a shift in the ways consumers curate and discover products online.

Predictions for the future include a more streamlined and user-­‐friendly process for search and product discovery online, increase in social commerce and personalization of products, and finally, a return to brick and mortar shopping, but with an improved, experiential model. These trends will affect industry stakeholders dramatically, and so necessary actions for these stakeholders are also discussed, such as allocating more resources to content generation and e-­‐commerce, giving consumers the ability to personalize, and improving their physical shopping experiences to provide something valuable and entertaining.
ContributorsLose', Jenna Elizabeth (Author) / Ostrom, Amy (Thesis director) / Giles, Bret (Committee member) / Boonlorn, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor)
Created2013-05
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Description
Historically, television was based on forty years of hitting the “reset” button every week. While jokes can be episodic—such as your standard sitcom—an ongoing narrative must be serialized. Viewers unable to regularly tune-in week-by-week and those joining a serialized show late would often abandon the series, resulting in lowered ratings

Historically, television was based on forty years of hitting the “reset” button every week. While jokes can be episodic—such as your standard sitcom—an ongoing narrative must be serialized. Viewers unable to regularly tune-in week-by-week and those joining a serialized show late would often abandon the series, resulting in lowered ratings and potential cancellation. With Netflix’s season-long release model (beginning in 2013 with their original, House of Cards) you can watch the entire season immediately, which challenges whether the customary marketing campaigns appropriately serviced finding new viewers, or if the efforts adversely resulted in lower ratings.
Through the internet, long-established customs in traditional distribution and marketing are quickly becoming obsolete as audience expectations of content delivery are shifting within the digital age. Online distribution and marketing have proven to be viable models for Hollywood and independent filmmakers alike in building, refining, developing and retaining audiences. This paper examines digital distribution platforms (from open-access to streaming), revenue models (VOD “Video-On-Demand), SVOD “Subscription VOD”, AVOD “Advertisement VOD” and TVOD “Transactional VOD”), the digital shift and future of consumption patterns (the rise of mobile viewing and streaming), release models (appointment viewing vs. season-releases), the transition from episodic to serialization, as well as various practices and advancements in digital marketing.
From this study, I detail a marketing and distribution plan for my own project, “Kiss, the Chef” an eight-episode online series. I present potential distribution platforms to host the content, optimal release models for my serialized narrative, phases of revenue models to maximize windows of monetization and methods of digital marketing utilizing interactivity and social media.
ContributorsGoldman, Robert Taylor (Author) / Scott, Jason (Thesis director) / Maday, Gregg (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Ugh, Hungry is a multimedia business that hopes to counter typical college eating habits by being a resource for creating fast, affordable and healthful eating. The founder drew on her experience as a student in both the Walter Cronkite School of Journalism and Mass Communication and the Arizona State University

Ugh, Hungry is a multimedia business that hopes to counter typical college eating habits by being a resource for creating fast, affordable and healthful eating. The founder drew on her experience as a student in both the Walter Cronkite School of Journalism and Mass Communication and the Arizona State University School of Nutrition for a foundation for this project. The business was created within two semesters allotted for thesis study as directed by Barrett, the Honors College. Research of competitors, audience, and business creation was conducted in order to begin an entrepreneurial start-up. The corresponding website, ughhungry.com, is a collection of recipes directed toward healthy eating for a financially limited, or college lifestyle. Each recipe article contains an opening article, either a video or photographs, and a recipe. Business, journalism, and nutrition are combined to create a fully engaging experience that can expand and has potential to profit in the future. The thesis project that follows examines the steps, research, and process of creating a journalism-based online business. Strengths, weaknesses, opportunities and threats of the Ugh, Hungry model are analyzed. Nutrition research was used to examine the problem of college weight gain. Data analytics were deployed to research the site's potential audience. The paper closely analyzes key competitors, including BuzzFeed, The Dorm Room Diet, Spoon University, and Tastemade. Finally, a business proposal for future investors in Ugh, Hungry outlines the potential future of the business.
Created2016-12
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Description
The purpose of this essay is to explain how celebrities manage their brand, as an image and commodity, using social media. Merriam-Webster defines "celebrity" as the "state of being celebrated." This essay will continue to explain how this state of celebration is a manufactured idea by the individual and the

The purpose of this essay is to explain how celebrities manage their brand, as an image and commodity, using social media. Merriam-Webster defines "celebrity" as the "state of being celebrated." This essay will continue to explain how this state of celebration is a manufactured idea by the individual and the media's portrayal. Celebrities are "well-known for their well-knowness" (Boorstin, 1961, p. 58). Boorstin (1961) explains celebrities achieve fame not for their achievements, but by creating a unique personality (as cited in Turner, 2004). Crowd culture, networks, and audience knowledge are tools celebrities must use to navigate digital nuances. They must manage performance of self, adhere to internet social norms, and the obsessive fame culture. Celebrities are often referred to have "star power" and have a certain "charisma." This cultural identity is "negotiated and formed" contrived by a team through promotion, publicity, and advertising (Turner, 2004). Celebrities market themselves through branded content, media used to promote a product, on their social media pages while targeting crowd cultures. Networks truly define how celebrities must brand themselves on social media. This person-to-person contact establishes fan and consumer connections that build the celebrity's base and following. Despite campaigning in a digital world, it goes back to people connecting with people, not accounts linking to accounts. Celebrities manufacture all of these strategies and tactics as they market themselves as a commodity to target crowd culture audiences. This is why targeting crowd cultures is vitally important for celebrities. This essay explores the techniques of select celebrities as they succeed and fail navigating digital nuances.
ContributorsPierce, Ellen (Author) / Jacoby, Jim (Thesis director) / Himberg, Julia (Committee member) / Department of English (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12