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The influence that agent-student interaction has on learning can have significant outcomes in an ITS. Agent-human relationships within ITSs possess elements modeled by teacher-student relationships in the classroom. As a result, student perceptions of pedagogical agents can affect learning outcomes. An efficient environment can depend upon the intention for which

The influence that agent-student interaction has on learning can have significant outcomes in an ITS. Agent-human relationships within ITSs possess elements modeled by teacher-student relationships in the classroom. As a result, student perceptions of pedagogical agents can affect learning outcomes. An efficient environment can depend upon the intention for which the virtual agent is designed. As researchers gain more knowledge on the effect that characteristics outside of language have on learning, agent pedagogies can begin to be developed and perfected. In this research, we investigate the role that the pedagogical agent's gender has in the learning process. Specifically, we examine whether gender of agent interacts with gender of student to influence variables related to affect and motivation in ITSs
ContributorsStone, Melissa Linn (Author) / McNamara, Danielle (Thesis director) / Snow, Erica (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of Psychology (Contributor)
Created2014-05
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ContributorsChandler, N. Kayla (Author) / Neisewander, Janet (Thesis director) / Sanabria, Federico (Committee member) / Olive, M. Foster (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2013-05
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Description
I propose that norms regulate behaviors that negatively impact an individual's survival and reproduction. But because monitoring and enforcing of norms can be costly, individuals should be selective about which norms they police and under what circumstances they should do so. Two studies tested this idea by experimentally activating fitness-relevant

I propose that norms regulate behaviors that negatively impact an individual's survival and reproduction. But because monitoring and enforcing of norms can be costly, individuals should be selective about which norms they police and under what circumstances they should do so. Two studies tested this idea by experimentally activating fitness-relevant motives and having participants answer questions about the policing of norms. The first study examined a norm prescribing respect for status and another proscribing sexual coercion. Results from Study 1 failed to support the hypotheses; activating a status-seeking motive did not have the predicted effects on policing of the respect-status norm nor did activating a mating motive have the predicted effects on policing of the respect-status norm or anti-coercion norm. Study 2 examined two new norms, one prescribing that people stay home when sick and the other proscribing people from having sex with another person's partners. Study 2 also manipulated whether self or others were the target of the policing. Study 2 failed to provide support; a disease avoidance motive failed to have effects on policing of the stay home when sick norm. Individuals in a relationship under a mating motive wanted less policing of others for violation of the mate poaching norm than those in a baseline condition, opposite of the predicted effects.
ContributorsSmith, M. Kristopher (Author) / Neuberg, L. Steven (Thesis director) / Presson, Clark (Committee member) / Hruschka, J. Daniel (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2013-05
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Description
Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.
ContributorsHorner, Kate Elizabeth (Author) / McNamara, Danielle (Thesis director) / McCarthy, Kathryn (Committee member) / Davis, Mary (Committee member) / Division of Teacher Preparation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
Description
This thesis explores the relationship between the ideological justification for civil disobedience in British India in the twentieth century and the contemporary responses to the nonviolent resistance. By evaluating the elements of preparation and reaction to the Champaran, Kheda, Rowlatt Hartal, Khilafat, Bardoli, Dandi, and Quit India satyagraha campaigns, an

This thesis explores the relationship between the ideological justification for civil disobedience in British India in the twentieth century and the contemporary responses to the nonviolent resistance. By evaluating the elements of preparation and reaction to the Champaran, Kheda, Rowlatt Hartal, Khilafat, Bardoli, Dandi, and Quit India satyagraha campaigns, an understanding of the goals and values of civil disobedience and noncooperation was established. By studying the intellectual works of Indian independence leaders, correspondence between British government officials, widely distributed newspapers (The Times of London, The Times of India, Young India, The Spectator, The Manchester Guardian, The New York Times, etc) and first hand participant accounts, I was able to see how the ideas of independence leaders translated into popular participation and policy reform. A wide range of opinions existed amongst British contemporaries ranging from the encouragement of the Indian agitators to a deep hatred of the resistance. In addition, this thesis possesses an accompanying historical comic book which chronicles one family's participation in the Dandi March of 1930. The creative project attempts to introduce audiences to a historical case study of non-violent resistance. Similar to how Mahatma Gandhi chose salt to represent the oppression of all Indians by the British, the Salt March of 1930 was selected as the topic of the comic book in order to introduce all audiences to the experiences of twentieth century satyagrahis. Mass civil disobedience continues to be used as a tool for political change around the world today. "Soul Force" studies the pioneering efforts in mass nonviolent resistance within colonial India.
Created2016-12
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Time spent alone is a topic that has been studied in great detail, particularly the manner in which it is spent and the effect it has during the adolescent stage of life. Similarly, stress levels in adolescents have always been a topic of interest because of the effects they could

Time spent alone is a topic that has been studied in great detail, particularly the manner in which it is spent and the effect it has during the adolescent stage of life. Similarly, stress levels in adolescents have always been a topic of interest because of the effects they could have on the individual later in adulthood. Oddly enough however, the two areas of study have never been looked at in relation to one another. This study will look at different types of alone time as possible stressors in a community sample (N=82) of adolescents transitioning to college. The data on time alone and stress levels was collected through diary reports over a period of 3 days. The analysis only yielded significant effects for females and only for specific categories. It was found that females experience the lowest amount of perceived stress when they are alone and want to be alone, they have more negative affect when their desired environment differs from their current situation, and more positive affect in both the alone incongruence and not alone congruence situations. These results indicate that only women experience stress and affect changes when they encounter different congruent and incongruent environments.
ContributorsVanderwerf, Jennifer (Author) / Doane, Leah (Thesis director) / Knight, George (Committee member) / Arbona, P. Anita (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
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Description
In the sixty-seven years following the end of World War II, West Germany and Japan underwent a remarkable series of economic and social changes that irrevocably altered their respective ways of life. Formerly xenophobic, militaristic and highly socially stratified societies, both emerged from the 20th Century as liberal, prosperous and

In the sixty-seven years following the end of World War II, West Germany and Japan underwent a remarkable series of economic and social changes that irrevocably altered their respective ways of life. Formerly xenophobic, militaristic and highly socially stratified societies, both emerged from the 20th Century as liberal, prosperous and free. Both made great strides well beyond the expectations of their occupiers, and rebounded from the overwhelming destruction of their national economies within a few short decades. While these changes have yielded dramatic results, the wartime period still looms large in their respective collective memories. Therefore, an ongoing and diverse dialectical process would engage the considerable popular, official, and intellectual energy of their post-war generations. In West Germany, the term Vergangenheitsbewältigung (VGB) emerged to describe a process of coming to terms with the past, while the Japanese chose kako no kokufuku to describe their similar historical sojourns. Although intellectuals of widely varying backgrounds in both nations made great strides toward making Japanese and German citizens cognizant of the roles that their militaries played in gruesome atrocities, popular cinematic productions served to reiterate older, discredited assertions of the fundamental honor and innocence of the average soldier, thereby nurturing a historically revisionist line of reasoning that continues to compete for public attention. All forms of media would play an important role in sustaining this “apologetic narrative,” and cinema, among the most popular and visible of these mediums, was not excluded from this. Indeed, films would play a unique recurring role, like rhetorical time capsules, in offering a sanitized historical image of Japanese and German soldiers that continues to endure in modern times. Nevertheless, even as West Germany and Japan regained their sovereignty and re-examined their pasts with ever greater resolution and insight, their respective film industries continued to “reset” the clock, and accentuated the visibility and relevancy of apologetic forces still in existence within both societies. However, it is important to note that, when speaking of “Germans” and “Japanese,” that they are not meant to be thought of as being uniformly of one mind or another. Rather, the use of these words is meant as convenient shorthand to refer to the dominant forces in Japanese and German civil society at any given time over the course of their respective post- war histories. Furthermore, references to “Germany” during the Cold War period are to be understood to mean the Federal Republic of Germany, rather than their socialist counterpart, the German Democratic Republic, a nation that undertook its own coming to terms with the past in an entirely distinct fashion.
ContributorsPiscopo, Michael (Author) / Benkert, Volker (Thesis director) / Moore, Aaron (Committee member) / Machander, Sina (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
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Description
The aim of this thesis was to explore whether major life changes can have a visual, perceptible impact on facial changes. The proposed mediation model suggested that changes in personality serve as a mediating factor between life experiences and facial changes throughout the lifetime. The proposed model was tested by

The aim of this thesis was to explore whether major life changes can have a visual, perceptible impact on facial changes. The proposed mediation model suggested that changes in personality serve as a mediating factor between life experiences and facial changes throughout the lifetime. The proposed model was tested by examining (1) perceived personality changes, (2) perceived physical changes, and (3) major life changes in photos of individuals' old-aged faces compared to their respective younger faces. Participants in the current study viewed old and young photos of 29 Miss America pageant winners and rated how much each older face changed from its respective younger face on the following criteria: age change, overall change, personality change, and physical change. Responses were aggregated across participants for each target, and personality and physical items were separately composited into single measures of overall perceived personality change and overall perceived physical change. Results did not support the proposed model; however, some marginally significant correlations were found between the number of times the targets experienced a change in marital status and the appearance of being calm, feminine, and less changed in older age. However, these correlations were in the reverse direction from what was expected; further research is needed to understand how marital changes influence, and are influenced by, personality and physical changes. As a form of face perception, the processes underlying the proposed model are discussed in terms of possible social consequences. Further research is needed to explore whether changes in life events, such as the ones presented here, are related to specific facets of personality and physical changes, and how these perceptions translate to important social outcomes. Suggestions for future research pertaining to these issues are discussed.
ContributorsMichael, Kendra (Author) / Kwan, Virginia (Thesis director) / Knight, George (Committee member) / Neuberg, Steven (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
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Description
Religion and the belief in supernatural agents have been assumed to play an important role in encouraging prosocial behavior. However, different studies conducted have shown a complex relation between religion and prosociality. For example, Darley & Batson (1973) found that religious people do not always help strangers. In the present

Religion and the belief in supernatural agents have been assumed to play an important role in encouraging prosocial behavior. However, different studies conducted have shown a complex relation between religion and prosociality. For example, Darley & Batson (1973) found that religious people do not always help strangers. In the present study, Christian participants were primed with benevolent commandments attributed to either the Bible or past historical figures or secular, non-benevolent quotes (control). I then measured their willingness to help pick up envelopes dropped by either a Muslim (wearing a hijab) or non-Muslim confederate woman. The results show that subjects primed with Bible or presidential quotes about benevolence were more likely to be helpful to the Muslim confederate than those in the control group. Differences between the Bible and presidential condition were not significant. I conclude that an authority, whether it be a president or God, promoting benevolence can increase prosocial behaviors toward out-group members.
ContributorsMemon, Rabia (Author) / Cohen, Adam (Thesis director) / Knight, George (Committee member) / Okun, Morris (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12