Filtering by
- Creators: Computer Science and Engineering Program
- Creators: School of Life Sciences
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Resource Type: Text
Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to presuming roles as homemakers. Since that point in time, women have continued to thrive in the workforce and have pursued a larger variety of positions in various fields. Even though the opportunities for women continue to grow, there still seems to be an underrepresentation of women in science, technology, engineering, and mathematics (STEM) related fields. The underrepresentation of women pursuing physician and entrepreneurship roles in STEM will be analyzed and the challenges this group of people specifically encounter will be examined. Our first proposal to encourage women to enter STEM focuses on middle-school initiatives and incubator programs. The second proposal, based on commonalities females face within the workforce, is finding a better work/home life balance with the development of new maternity/paternity leave policies. Through these initiatives, we believe that the gender gap in STEM can be bridged.
Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to presuming roles as homemakers. Since that point in time, women have continued to thrive in the workforce and have pursued a larger variety of positions in various fields. Even though the opportunities for women continue to grow, there still seems to be an underrepresentation of women in science, technology, engineering, and mathematics (STEM) related fields. The underrepresentation of women pursuing physician and entrepreneurship roles in STEM will be analyzed and the challenges this group of people specifically encounter will be examined. Our first proposal to encourage women to enter STEM focuses on middle-school initiatives and incubator programs. The second proposal, based on commonalities females face within the workforce, is finding a better work/home life balance with the development of new maternity/paternity leave policies. Through these initiatives, we believe that the gender gap in STEM can be bridged.
Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching students life skills, social skills, and emotional intelligence.<br/>In order to prove the value of our service, StreetWise conducted a survey that asked students about their habits, thoughts on stress, and their future. Students from Arizona State University were surveyed with questions on respondent background, employment, number one stressor, preferred learning method, and topics that students were interested in learning. We found that students’ number one stressor was school but was interested in learning skills that would prepare them for their future after graduation. We used the results to make final decisions so that StreetWise could offer lessons that students would get the most value out of. This led to us conducting a second survey which included mock ups of the website, examples of interactive lesson plans, and an overview of the app. Students from the first survey were surveyed in addition to new respondents. This survey was intended for us to ensure that our service would maintain its value to students with the aesthetic and interface that we envisioned.
This thesis attempts to explain Everettian quantum mechanics from the ground up, such that those with little to no experience in quantum physics can understand it. First, we introduce the history of quantum theory, and some concepts that make up the framework of quantum physics. Through these concepts, we reveal why interpretations are necessary to map the quantum world onto our classical world. We then introduce the Copenhagen interpretation, and how many-worlds differs from it. From there, we dive into the concepts of entanglement and decoherence, explaining how worlds branch in an Everettian universe, and how an Everettian universe can appear as our classical observed world. From there, we attempt to answer common questions about many-worlds and discuss whether there are philosophical ramifications to believing such a theory. Finally, we look at whether the many-worlds interpretation can be proven, and why one might choose to believe it.
Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods at a young age and develop bad eating habits that can<br/>last for the rest of their lives. It is essential to intervene early and help adolescents form<br/>balanced, healthy eating habits before bad habits are already formed. Our solution to this<br/>problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with<br/>healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy<br/>food items, such as a bag of carrots, and on the packaging there will be a QR code. They will<br/>then be able to scan the code on our website, and earn points which will unlock in-game items<br/>and other rewards. Video game rewards act as effective motivators for you people to eat more<br/>healthy foods. After the solution was formulated, a preliminary survey was conducted to<br/>confirm that video game related rewards would inspire children to eat more healthy foods.<br/>Based on those results, we are currently in the process of running a secondary market research<br/>campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers<br/>would be to partner with large gaming studios and food producers. This would allow us access to<br/>many gaming franchises, so that rewards are available from a wide variety of games: making the<br/>platform appealing to a diverse audience of gamers. Similarly, a relationship with large food<br/>producers would give us the ability to place QR codes on a greater assortment of healthy food<br/>items. Although no relationships with large companies have been forged yet, we plan to utilize<br/>funding to test our concept on small focus groups in schools
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.
This paper outlines cumulative research on food deserts in relation to college students; namely, that there are communities classified as food deserts because significant numbers of the population lack access to grocery stores selling fresh produce or other goods normally called “healthy.” These areas are often also food swamps, or areas with intense access to sugar-dense, high-fat foods. Research as a whole suggests that three, among many, things might primarily drive food insecurity for individuals caught in these food deserts: lack of access to a personal vehicle, low income or prohibitively expensive healthy foods, and personal education or culture (Wright, 2016). College students both fit into the geographical food deserts and are individuals who tend to have a worrying level of food insecurity (Kim, 2018). It is costly to make adjustments to entire environments to rid communities of food desert qualities, and it is not always effective as ending food insecurity or malnutrition; instead, it can be much more effective to focus on individuals within communities and help push cultures into a better direction. This project demonstrates that ASU students are experiencing food dissatisfaction and are in a food desert worthy of attention and action, and that students are motivated to see a solution. The solution that the paper focuses on is a food delivery system of fresh produce and foods for students.