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Abstract Communication scholars have begun to contribute to the theoretical understanding of resilience as a dynamic and collaborative process, which can be talked into being (Buzzanell, 2010). Previous research has examined the role of resilience in romantic couples, however, has focused disproportionately on heterosexual couples. This offers a limited, and

Abstract Communication scholars have begun to contribute to the theoretical understanding of resilience as a dynamic and collaborative process, which can be talked into being (Buzzanell, 2010). Previous research has examined the role of resilience in romantic couples, however, has focused disproportionately on heterosexual couples. This offers a limited, and singular understanding of how resilience is developed and sustained in romantic relationships. To better understand the scope and breadth of resilience, this study examined five same-sex couples through an in-depth qualitative case study analysis. The purpose of this study was to contribute to the small body of existing data, as well as, enhance our understanding of how resilience works in other contexts. Data was analyzed for thematic patterns, and compared to existing data on same-sex relationships. The findings supported that resilience is a collaborative process that is facilitated by communication. There were some discrepancies from the data collected in this study compared to previous findings; however, due to the small sample size, findings from this study cannot be generalized to the larger population.
ContributorsHartt, Cori Ann (Author) / Waldron, Vincent (Thesis director) / Kelley, Doug (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2015-05
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This paper focuses on feudalist structure and values within this system in George R. R. Martin's fantasy novel series A Song of Ice and Fire and Shakespeare's play King Richard the Third. The paper is structured into three arguments that focus on different characters from each work. The first argument

This paper focuses on feudalist structure and values within this system in George R. R. Martin's fantasy novel series A Song of Ice and Fire and Shakespeare's play King Richard the Third. The paper is structured into three arguments that focus on different characters from each work. The first argument is focused on Tyrion Lannister and Richard III's deformity, and how they violate feudalist values. This argument ultimately comes to the discussion of whether or not these characters are monstrous and by what values. The second argument is focused on Daenerys Targaryen and Margaret, discussing why both authors give these women a supernatural power. The authors give women these powers because they believe that women should have power. Martin argues that women need to remake the structure, while Shakespeare believes women can change their place in the structure through collective action. The last argument focuses on Petyr Baelish and Richard III, and how they both represent a chaos attacking feudalism. Petyr is a chaos that comes outside the system, exploiting the values of the system, while Richard is a chaos within the system because he violates feudal values, while trying to hold positions where he needs to embody feudalist value. The authors come to different conclusions of what is trying to take down feudalist structure and how this could be fixed. Martin finds feudalism cannot be fixed and that other systems are not much better because they still create violence. Shakespeare comes to the conclusion that feudalism cannot be fixed because people continue to violate its values, so a new system must be put in place.
ContributorsPittaro, James Vincent (Author) / Mann, Annika (Thesis director) / Kirsch, Sharon (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor)
Created2015-05
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The interplay between Post Traumatic Stress Disorder (PTSD) and self-efficacy lies in the efficacy-activated processes that comprise an individual’s cognitive and belief systems. Previous research shows that low self-efficacy contributes to development and maintenance of mental disorders like PTSD, while high self-efficacy influences ability to visualize, implement, and maintain success

The interplay between Post Traumatic Stress Disorder (PTSD) and self-efficacy lies in the efficacy-activated processes that comprise an individual’s cognitive and belief systems. Previous research shows that low self-efficacy contributes to development and maintenance of mental disorders like PTSD, while high self-efficacy influences ability to visualize, implement, and maintain success scenarios (resilience) related to effective mental coping. Negative cognition makes it difficult to pursue a coping success scenario in the presence of overriding self-doubt and often arises because a traumatic event has made it difficult to retrieve positive self-identities or has reactivated negative self-identities. Consistent with this model, we predict that a negative association exists between self-efficacy and PTSD onset susceptibility. We employed a pre-test/post-test design using a susceptibility/resilience questionnaire to assess predisposition to PTSD. Vignettes, designed to either raise or lower self-efficacy, were used to separate participants into groups and revealed a significant interaction between low and high self-efficacy across the pre- and post-tests, supporting the assertion that high self-efficacy guards against PTSD onset susceptibility while low self-efficacy may make someone more susceptible to developing PTSD-related symptoms.
ContributorsNightingale, Jeffrey W (Co-author) / Holloway, Steven R. (Thesis director) / Náñez, José E. (Committee member) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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The objective of this project was to develop a forgiveness training program to be used at a corporate level in addition to the current conflict management strategies. In addition to teaching the value of forgiveness, this search also touches on resilience and how forgiveness increases our personal resiliency. Forgiveness and

The objective of this project was to develop a forgiveness training program to be used at a corporate level in addition to the current conflict management strategies. In addition to teaching the value of forgiveness, this search also touches on resilience and how forgiveness increases our personal resiliency. Forgiveness and resilience have been closely linked in previous forgiveness research as they relate to reconciliation. Based on the research, forgiveness has been widely talked about in relation to religious practices, however it is now being discussed in relation to communication. In order to understand forgiveness as a communication process, one has to understand where it began and how the definition of forgiveness has evolved overtime. This project looks at how forgiveness creates value for the individual in terms of the relationship and expresses why forgiveness and reconciliation are not mutually exclusive. Forgiving an individual does not always lead to reconciling the relationship; however, making it so the individuals can continue working together is the goal at work. A key part of understanding forgiveness is being able to identify what forgiveness is not, as much of what we have been taught from a young age is the exact opposite. Adult learners are much different from any other type of learners due to the level of life experience they have -- which can often make it more challenging to rewrite concepts, like forgiveness. This project identifies the best ways to teach adult learners through the use of interactive handouts and videos that demonstrate the power of forgiveness in our day-to-day lives.
ContributorsKartes, Chloe Verginia (Author) / Waldron, Vincent (Thesis director) / Kelley, Douglas (Committee member) / School of Social and Behavioral Sciences (Contributor, Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description

In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence the game. Each turn involves drawing an Event Card, playing

In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence the game. Each turn involves drawing an Event Card, playing Effect Cards, taking actions such as placing land tiles strategically on the board to expand territory, and potentially drawing more Effect Cards. Players earn points by placing land tiles with different named pieces of the same point value next to each other, and the game ends when the board is filled or when a player can no longer place more pieces. Land pieces can be destroyed and returned to the Land Pile, and the player with the most points at the end of the game wins.

ContributorsMcDaniel, Katherine (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2023-05
Description
In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence the game. Each turn involves drawing an Event Card, playing

In Isle of Thrones, you must build up your kingdom to avoid being dominated by your opponent. Players start with a castle as their initial piece of land and draw cards from two decks, Event and Effect, which can influence the game. Each turn involves drawing an Event Card, playing Effect Cards, taking actions such as placing land tiles strategically on the board to expand territory, and potentially drawing more Effect Cards. Players earn points by placing land tiles with different named pieces of the same point value next to each other, and the game ends when the board is filled or when a player can no longer place more pieces. Land pieces can be destroyed and returned to the Land Pile, and the player with the most points at the end of the game wins.
ContributorsMcDaniel, Katherine (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2023-05
ContributorsMcDaniel, Katherine (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2023-05
ContributorsMcDaniel, Katherine (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2023-05
ContributorsPonton, Regan (Author) / Koop, Gregory (Thesis director) / Clemons, Laura (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2023-12
Description
With an increasing number of mental illnesses appearing in young adults, psychologists must find new ways to address this crisis. Play therapy is a form of therapy that is typically used effectively on the adolescent population. Given its success with children, it is reasonable to consider play therapy for other

With an increasing number of mental illnesses appearing in young adults, psychologists must find new ways to address this crisis. Play therapy is a form of therapy that is typically used effectively on the adolescent population. Given its success with children, it is reasonable to consider play therapy for other age groups. Pieces of the Past is a game based on play therapy theory and designed with a young adult audience in mind. This game was created in hopes of becoming a tool for play therapists to use on young adult populations.
ContributorsPonton, Regan (Author) / Koop, Gregory (Thesis director) / Clemons, Laura (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2023-12