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Over the past few years, the issue of childhood trauma in the United States has become significant. A growing number of children are experiencing abuse, neglect, or some other form of maltreatment each year. Considering the stressful home lives of maltreated children, the one sure sanctuary is school. However, this

Over the past few years, the issue of childhood trauma in the United States has become significant. A growing number of children are experiencing abuse, neglect, or some other form of maltreatment each year. Considering the stressful home lives of maltreated children, the one sure sanctuary is school. However, this idea requires teachers to be actively involved in identifying and caring for the children who need it most. Traumatic childhood experiences leave lasting scars on its victims, so it is helpful if teachers learn how to identify and support children who have lived through them. It is unfortunate that teachers will most likely encounter children throughout their career who have experienced horrendous things, but it is a reality. With this being said, teachers need to develop an understanding of what traumatized children live with, and learn how to address these issues with skilled sensitivity. Schools are not just a place where children learn how to read and write; they build the foundation for a successful life. This project was designed to provide teachers with a necessary resource for helping children who have suffered traumatic experiences. The methodology of this project began with interviews with organizations specializing in working with traumatized children such as Arizonans for Children, Free Arts for Abused Children, The Sojourner Center, and UMOM. The next step was a review of the current literature on the subject of childhood trauma. The findings have all been compiled into one, convenient document for teacher use and distribution. Upon completion of this document, an interactive video presentation will be made available through an online education website, so that distribution will be made simpler. Hopefully, teachers will share the information with people in their networks and create a chain reaction. The goal is to make it available to as many teachers as possible, so that more children will receive the support they need.
ContributorsHanrahan, Katelyn Ann (Author) / Dahlstrom, Margo (Thesis director) / Kelley, Michael (Committee member) / Division of Teacher Preparation (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Impostor Phenomenon (IP) is defined as an occurrence in individuals who have difficulty internalizing success, and live in constant fear of the "mask being unveiled," or being exposed as a fraud (Clance, 1985). It is estimated that 70% of the population will experience at least one episode of Impostor Phenomenon

Impostor Phenomenon (IP) is defined as an occurrence in individuals who have difficulty internalizing success, and live in constant fear of the "mask being unveiled," or being exposed as a fraud (Clance, 1985). It is estimated that 70% of the population will experience at least one episode of Impostor Phenomenon in their lifetime. (Gravois, 2007) This study surveyed 120 first-time freshmyn at Arizona State University West campus to gain access to demographic information, first-year programming attendance, and their Impostor Phenomenon scores using the Clance Impostor Phenomenon Scale. After the data was analyzed, it was determined that there were no significant findings between Impostor Phenomenon scores, honors status, and generational status, nor were there statistically significant findings when compared against age, gender, and first-year programming attendance. The average score for all students surveyed ranged in the "frequent bouts" of Impostor Phenomenon, which is the third-highest level of Impostor Phenomenon. Although there are no statistical differences between the identified groups, it is important to note that the average scores are high, and that changes can be made to first-year programming to help lower the average Impostor Phenomenon scores. Teaching students self-compassion is one way to address the common symptoms of Impostor Phenomenon. In addition to background on self-compassion, this thesis offers suggestions on how self-compassion teachings could be incorporated into first-year programming to make students more comfortable and confident during their first year at Arizona State University.
ContributorsStifano, Natalia Alexandra (Author) / Ramsey, Ramsey Eric (Thesis director) / Koch, Drew (Committee member) / Isbell, Dennis (Committee member) / Division of Teacher Preparation (Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
A home holds so much more meaning and power than the physical structure of a house. As much as our personal space serves as an extension of ourselves, it also affects us. Furthermore, whichever state a home environment is in has a major impact on psychological well-being. This thesis is

A home holds so much more meaning and power than the physical structure of a house. As much as our personal space serves as an extension of ourselves, it also affects us. Furthermore, whichever state a home environment is in has a major impact on psychological well-being. This thesis is an investigation of the idea of home design as a means of addressing psychological anxiety through the point of view of a college student. The information is divided into three chapters; which are Overview of Relevant Scholarly Literature, Design Philosophies, and Personal Experience. Within the scholarly literature, well-being and anxiety are two trends in the studies of environmental psychology, positive psychology, and the humanities. There is still limited knowledge in these areas, so it is important to expand the understanding of the home environment's influence. Based on this research, well-known philosophies, and personal experience, design philosophies are an effective way to potentially improve well-being and reduce anxiety, especially for college students. While Hygge and Wabi-sabi are both design philosophies rising in recognition, Feng Shui is already widespread around the world. Some of the recommendations discoverer were to add cozy décor and lower lighting options to soften the room, get rid of extra clutter taking up space, or bring in nature with greenery and fresh flowers. However, these objects have countless interpretations and there is not a single correct answer. In the end, adjusting the space to be individualized will bring more comfort and these efforts will begin to make a difference in the user’s state of mind.
ContributorsDemaagd, Brittni Nicole (Author) / Gruber, Diane (Thesis director) / Ramsey, Ramsey Eric (Committee member) / School of Social and Behavioral Sciences (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
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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Description
The purpose of this thesis is to examine the relationship between mental illness and capitalist consumer society. Many Americans are suffering from mental illness and there has to be something causing it besides a chemical imbalance in the brain. A capitalist society creates a set of expectations that conflict with

The purpose of this thesis is to examine the relationship between mental illness and capitalist consumer society. Many Americans are suffering from mental illness and there has to be something causing it besides a chemical imbalance in the brain. A capitalist society creates a set of expectations that conflict with human desires. The thesis takes a historical, economical, and psychological approach to answering the following question: Does a capitalist society make its citizens mentally sick? A brief history of capitalism over the past century is discussed, as well as a more in depth look at capitalism and the creation of neoliberalism during the 1980s. The psychological effects capitalism has on human beings is discussed for the majority of the thesis and focuses on ideas from the 1950s as well as the early 2000s. To show the effect capitalism has on modern day society, an analysis of a psychopharmaceutical drug commercial is given. The concluding thoughts attempt to offer solutions to the problems of human unhappiness in a consumer culture.
ContributorsSerki, Aisling Erin (Author) / Gruber, Diane (Thesis director) / Ramsey, Ramsey Eric (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2014-05
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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
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Description
My thesis will revolve around the ideology and sociology of the sneaker brand and it particular, basketball sneakers. The mega sneaker superpower Nike and the under dog of Under Armour have shoes they want to sells and consumers they want to buy them. I will discuss how the advertisement are

My thesis will revolve around the ideology and sociology of the sneaker brand and it particular, basketball sneakers. The mega sneaker superpower Nike and the under dog of Under Armour have shoes they want to sells and consumers they want to buy them. I will discuss how the advertisement are used and implanted but both Nike and Under Armour. The two points of references from each company will be LeBron James, Nike, and Stephen Curry, Under Armour. Both basketball players have signature shoes and are undoublty the NBAs most relevant players this past season. The two players just so happened to face off against each other in the NBA finals, which enhanced the marketing potential for both companies. Thus, the advertisements for these and their shoes would have been its peak trying sway consumers to either side. Nike and Under Armour both ploy attempts in creating marketing material to attract their consumer base. The Thesis will look at why sneakers have become a social trend and high commodity. I will look at how pop culture and psychological diseases play a roll in the consumers' choice to purchase either shoe. The work as a whole will attempt to bring forth some revitalizing information on today's sneaker culture. Research was limited, however with the information to conduct this thesis, the thesis should spark interest in a new research related field. Thus, bringing forth a new renaissance in today's culture; the Sneaker Life.
ContributorsMitchell, Devon Willie (Author) / Ramsey, Ramsey Eric (Thesis director) / Gruber, Diane (Committee member) / School of Social and Behavioral Sciences (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
This thesis takes four modern dance genre films — Footloose (1984), Save the Last Dance, Take the Lead, and Step Up 2: The Streets — and analyzes them through the psychological concepts of trust, self-esteem, and prejudice. This thesis begins by identifying the cinematic elements of the dance film genre.

This thesis takes four modern dance genre films — Footloose (1984), Save the Last Dance, Take the Lead, and Step Up 2: The Streets — and analyzes them through the psychological concepts of trust, self-esteem, and prejudice. This thesis begins by identifying the cinematic elements of the dance film genre. It then explores and explains the underlying psychological elements and the impact they have on the film viewers. This thesis contains three chapters that will explore the significance of this new genre. Chapter One will describe how documentary dance films differ from fictional dance films. This will be followed by a history of the fictional dance films beginning with foundational films Saturday Night Fever (1977) and Dirty Dancing (1987) as a gateway to the modern dance film storylines. Chapter Two identifies the genre elements of modern dance films in regards to the typical characters, settings, and filmic devices. Chapter Three provides an in-depth view of the psychological concepts of trust, self-esteem, and prejudice, showing how they are integrated in the lessons the characters and audience learn throughout the films. The purpose of the thesis is to educate readers that dance films not only have an entertaining element, but also the ability to offer a deeper psychological understanding through the audience identification with the characters.
ContributorsFlack, Desirae Adele (Author) / Ramsey, Ramsey Eric (Thesis director) / Gruber, Diane (Committee member) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
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
Visual aides, such as PowerPoint slides, hand-outs, and lecture notes on whiteboards, are often used in classrooms to convey important content to learners, especially in high school and college. When using these visual learning aides, it is important to consider which qualities of these presentations can affect learning— positively or

Visual aides, such as PowerPoint slides, hand-outs, and lecture notes on whiteboards, are often used in classrooms to convey important content to learners, especially in high school and college. When using these visual learning aides, it is important to consider which qualities of these presentations can affect learning— positively or negatively—and how those qualities interact with individual student characteristics. In the present study, we examine the overlap between audio and text and how the effects of overlap potentially interact with reading comprehension abilities. The examination of these potential influences on learning in this study is inspired by Cognitive Load Theory, the Dual-Channel Assumption, and prior research.
ContributorsHarry, Danielle (Author) / McNamara, Danielle (Thesis director) / Presson, Clark (Committee member) / Jackson, Tanner (Committee member) / Roscoe, Rod (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12