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The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This includes major challenges and methodologies for overcoming them or changing course as well as significant revisions that were made to

The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This includes major challenges and methodologies for overcoming them or changing course as well as significant revisions that were made to the game upon receiving market and user feedback. The game, Sheep In Space, was launched on to the Windows Phone 8 marketplace initially via the use of the GameMaker: Studio game engine. From there, following a series of revisions Sheep In Space launched on the Android marketplace and has been undergoing further changes before the final launch to iOS. The revision and launch strategy was determined based off of market feedback from a variety of facets, including direct word of mouth, reviews, downloads, analytics data, and social media reaction.
Created2014-12
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This thesis was an analysis of items in the Late Adolescent Home Observation for Measure of the Environment (LA HOME) after the first wave of N = 138 interviews. The purpose of this project was to learn how to utilize a statistical software such as SPSS to analyze items and

This thesis was an analysis of items in the Late Adolescent Home Observation for Measure of the Environment (LA HOME) after the first wave of N = 138 interviews. The purpose of this project was to learn how to utilize a statistical software such as SPSS to analyze items and interpret results. Frequency analysis, inter-rater reliability (IRR), correlation analysis, internal consistency using Cronbach's alpha, and feedback from research assistants were considered when deciding which items should be eliminated from the measure. After running these analyses, ten items were suggested for deletion including: clean, adolescent's room allows for privacy, reference materials, news, family encourages adolescent to think independently, community service, parent knows where adolescent spends time, weekly household responsibilities, school/career planning, and dentist. Future interviews generating a larger sample size as well as discussions and subsequent revisions to the manual will clarify additional items that may be eliminated from the final version of the instrument.
ContributorsMiller, Ava Kathryn (Author) / Bradley, Robert (Thesis director) / Spinrad, Tracy (Committee member) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor)
Created2015-05
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The "Dutch Dukeout" is a memorial, community engagement venture founded by Scott Fitzgerald and Sam Minton. The event was also supported and facilitated through the help of a third party member, Dylan Bryant. The "Dutch Dukeout" will continue annually, as an opportunity for Brophy College Preparatory alumni and current students

The "Dutch Dukeout" is a memorial, community engagement venture founded by Scott Fitzgerald and Sam Minton. The event was also supported and facilitated through the help of a third party member, Dylan Bryant. The "Dutch Dukeout" will continue annually, as an opportunity for Brophy College Preparatory alumni and current students to come together and connect. This venture also exists to celebrate and honor the life and legacy of Fr. Harry "Dutch" Olivier, a former, prominent faculty member of Brophy. Additionally, the "Dutch Dukeout" aims to raise money to support the Brophy Scholarship Foundation, a resource for current Brophy students to offset the financial burden it costs to attend the prominent college preparatory. Foremost, the "Dutch Dukeout" flag football tournament provides a powerful way for Brophy Alumni to reconnect with their school. By communicating and participating with graduates from various classes, alumni have an opportunity to provide valuable life lessons and share personal stories with the youth, as well as bond over their shared experience at Brophy. For a school that is able to continually develop community leaders and social activists, the "Dutch Dukeout" provides a platform for collaboration and inspiration for everyone who participates. By raising money to support the Brophy Scholarship Foundation and providing an opportunity for alumni to engage in their community, the "Dutch Dukeout" is an event that truly embodies Fr. Olivier's values and beliefs. This thesis report documents the ideas, work and efforts that were completed to launch and then ensure the success and longevity of the venture. It also serves as an example for future social entrepreneurs who aim to make a difference in communities of their own.
ContributorsFitzgerald, Scott (Co-author) / Samuel, Minton (Co-author) / Mokwa, Michael (Thesis director) / Eaton, John (Committee member) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Introspective awareness refers to direct access to one’s own internal and subjective thoughts and feelings (Wimmer & Hartl, 1991). Two theories, simulation theory and theory-theory, have been used to understand our access to our mental states. Simulation theory (Harris, 1991) involves imagining yourself in another person’s situation, reading off of

Introspective awareness refers to direct access to one’s own internal and subjective thoughts and feelings (Wimmer & Hartl, 1991). Two theories, simulation theory and theory-theory, have been used to understand our access to our mental states. Simulation theory (Harris, 1991) involves imagining yourself in another person’s situation, reading off of your mental state, and attributing that state to the other person. Theory-theory (Gopnik, 1993) involves an interrelated body of knowledge, based on core mental-state constructs, including beliefs and desires, that may be applied to everyone—self and others (Gopnik & Wellman, 1994). Introspection is taken for granted by simulation theory, and explicitly denied by theory-theory. This study is designed to test for evidence of introspection in young children using simple perception and knowledge task. The current evidence is against introspective awareness in children because the data suggest that children cannot report their own false beliefs and they cannot report their on-going thoughts (Flavell, Green & Flavell, 1993; Gopnik & Astington, 1988). The hypothesis in this study states that children will perform better on Self tasks compared to Other tasks, which will be evidence for introspection. The Other-Perception tasks require children to calculate the other’s line of sight and determine if there is something obscuring his or her vision. The Other-Knowledge tasks require children to reason that the other’s previous looking inside a box means that he or she will know what is inside the box when it is closed. The corresponding Self tasks could be answered either by using the same reasoning for the self or by introspection to determine what it is they see and do not see, and know and do not know. Children performing better on Self tasks compared to Other tasks will be an indication of introspection. Tests included Yes/No and Forced Choice questions, which was initially to ensure that the results will not be caused by a feature of a single method of questioning. I realized belatedly, however, that Forced Choice was not a valid measure of introspection as children could introspect in both the Self and Other conditions. I also expect to replicate previous findings that reasoning about Perception is easier for children than reasoning about Knowledge.
ContributorsAamed, Mati (Author) / Fabricius, William (Thesis director) / Glenberg, Arthur (Committee member) / Kupfer, Anne (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor)
Created2013-12
Description
Adverse Childhood Events (ACEs) are defined as experiences during childhood that caused extensive stress and can include events such as abuse, disasters, violence, or neglect. These ACEs are shown to have great effects on the psychological as well as physiological well-being of the individual into adulthood, and have been linked

Adverse Childhood Events (ACEs) are defined as experiences during childhood that caused extensive stress and can include events such as abuse, disasters, violence, or neglect. These ACEs are shown to have great effects on the psychological as well as physiological well-being of the individual into adulthood, and have been linked to disorders such as chronic obstructive pulmonary disease (COPD), cancer, obesity, alcoholism, hallucinations, and post-traumatic stress disorder (PTSD). For this reason, ACEs have been considered "the single greatest unaddressed public health threat facing our nation today" (Kalmakis & Chandler, 2015). Nurses are in a unique place in caring for individuals in which they can screen patients for adverse childhood experiences and trauma and teach strength-based resilience in order to interrupt this disease progression. As a part of our thesis, we created an educational module to inform nursing students of this study.
Created2016-12
Description

Supply & Demand, the phrase speaks to the tango between college graduates seeking employment & employers seeking talent. Recruiters desire candidates with employability skills to lead, but report significant skill gaps among applicants. This thesis aims to (1) define the skills gap evidenced by employers, (2) determine students’ career preparedness,

Supply & Demand, the phrase speaks to the tango between college graduates seeking employment & employers seeking talent. Recruiters desire candidates with employability skills to lead, but report significant skill gaps among applicants. This thesis aims to (1) define the skills gap evidenced by employers, (2) determine students’ career preparedness, and (3) identify strategies to bridge the gap among undergraduate students as they prepare to join the workforce. Qualtrics, an experience management, and survey platform, was used to reach and collect information from nearly 1,200 students in order to quantitatively assess their career development skills and needs. As part of this thesis, I have partnered with the T.W. Lewis Center for Personal Development, a center of Barrett, The Honors College at Arizona State University in an effort to test and provide effective solutions to bridge the employability skills gap. Through this collaboration, we have constructed a Career Development Workshop Series for students using the data collected from students. The workshop was built to teach students about professional skill topics that they desired to learn about, but could not find on or off-campus. The Lewis Center Career Development Workshop is a 5-part series with topics ranging from negotiation and job interviewing to strength-building. In each workshop, an expert is selected as the guest speaker to share their experience and insights with students as they prepare for their career journeys. Guest speakers include CEOs, entrepreneurs, business executives, and more. The series is intended to deepen students’ business acumen, so they can enter the workforce with a sustainable advantage and ultimately supported the professional and personal growth of over 100 students. The series serves as an example of ways our university can improve its career development offerings to students. In an increasingly competitive labor market, the research collected and solutions presented are designed to empower students in their careers.

ContributorsAbdollahi, Sharzad (Author) / Eaton, John (Thesis director) / Mokwa, Michael (Committee member) / Atkinson, Ann (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor) / School of International Letters and Cultures (Contributor) / Department of Marketing (Contributor)
Created2022-05