Matching Items (34)
Filtering by

Clear all filters

149879-Thumbnail Image.png
Description
In this dissertation, I focus on a subset of Native American theatre, one that concentrates on peoples of mixed heritages and the place(s) between worlds that they inhabit. As it is an emergent field of research, one goal of this project is to illuminate its range and depth through an

In this dissertation, I focus on a subset of Native American theatre, one that concentrates on peoples of mixed heritages and the place(s) between worlds that they inhabit. As it is an emergent field of research, one goal of this project is to illuminate its range and depth through an examination of three specific points of focus - plays by Elvira and Hortencia Colorado (Chichimec Otomí/México/US), who create theatre together; Diane Glancy (Cherokee/US); and Marie Clements (Métis/Canada). These plays explore some of the possibilities of (hi)story, culture, and language within the theatrical realm across Turtle Island (North America). I believe the playwrights' positionalities in the liminal space between Native and non-Native realms afford these playwrights a unique ability to facilitate cross-cultural dialogues through recentering Native stories and methodologies. I examine the theatrical works of this select group of mixed heritage playwrights, while focusing on how they open up dialogue(s) between cultures, the larger cultural discourses with which they engage, and their innovations in creating these dialogues. While each playwright features specific mixed heritage characters in certain plays, the focus is generally on the subject matter - themes central to current Native and mixed heritage daily realities. I concentrate on where they engage in cross-cultural discourses and innovations; while there are some common themes across the dissertation, the specific points of analysis are exclusive to each chapter. I employ an interdisciplinary approach, which includes theories from theatre and performance studies, indigenous knowledge systems, comparative literary studies, rhetoric, and cultural studies.
ContributorsNoell, Tiffany (Author) / Underiner, Tamara L. (Thesis advisor) / Woodson, Stephani (Committee member) / Brayboy, Bryan (Committee member) / Arizona State University (Publisher)
Created2011
148055-Thumbnail Image.png
Description

A large section of United States citizens live far away from supermarkets and do not have<br/>an easy way to get to one. This portion of the population lives in an area called a food desert.<br/>Food deserts are geographic areas in which access to affordable, healthy food, such as fresh<br/>produce, is

A large section of United States citizens live far away from supermarkets and do not have<br/>an easy way to get to one. This portion of the population lives in an area called a food desert.<br/>Food deserts are geographic areas in which access to affordable, healthy food, such as fresh<br/>produce, is limited or completely nonexistent due to the absence of convenient grocery stores.<br/>Individuals living in food deserts are left to rely on convenience store snacks and fast food for<br/>their meals because they do not have access to a grocery store with fresh produce in their area.<br/>Unhealthy foods also lead to health issues, as people living in food deserts are typically at a<br/>higher risk of diet-related conditions, such as obesity, diabetes, and cardiovascular disease.<br/>Harvest, a sustainable farming network, is a smartphone application that teaches and guides<br/>people living in small spaces through the process of growing fresh, nutritious produce in their<br/>own homes. The app will guide users through the entire process of gardening, from seed to<br/>harvest. Harvest would give individuals living in food deserts an opportunity to access fresh<br/>produce that they currently can’t access. An overwhelming response based on our user<br/>discussion and market analysis revealed that our platform was in demand. Development of a<br/>target market, brand guide, and full lifecycle were beneficial during the second semester as<br/>Harvest moved forward. Through the development of a website, social media platform, and<br/>smartphone application, Harvest grew traction for our platform. Our social media accounts saw a<br/>1700% growth rate, and this wider audience was able to provide helpful feedback.

ContributorsBalamut, Hannah (Co-author) / Raimondo, Felix (Co-author) / Tobey, Anna (Co-author) / Byrne, Jared (Thesis director) / Satpathy, Asish (Committee member) / Morrison School of Agribusiness (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
137007-Thumbnail Image.png
Description
This thesis aims to enhance K-6 Education in the United States by developing recommendations for how technology is utilized in the classroom as a means to teach collaborative skills. By applying the technological capabilities we have today to the Common Core State Standards that are gradually being adopted and implemented,

This thesis aims to enhance K-6 Education in the United States by developing recommendations for how technology is utilized in the classroom as a means to teach collaborative skills. By applying the technological capabilities we have today to the Common Core State Standards that are gradually being adopted and implemented, officials can improve the quality of education across the country and create classroom environments conducive to knowledge acquisition and skill development.
The research begins with the history of standards, starting with traditional outcome-based standards. It then delves into the Partnership for 21st Century Skills (P21), which highlights the type of skills 21st century students are expected to develop and master by the time they enter college and careers. Next, it explores the hot topic of Education to this date: Common Core State Standards. In the midst of educational reform, these standards seek to add consistency across the nation in regards to what students should know at each grade level and also encourage teaching of the 21st century skills. This section briefly details the content of Common Core English Language Arts and Mathematics standards.
After summarizing P21 and Common Core, this report shifts into its focused 21st century skill: collaboration. As one of the 4 C’s that P21 and Common Core emphasize in their standards, it is imperative to research critical elements of collaboration as they relate to groups and teams of all ages. Even more specifically, collaboration is a practice that is becoming more and more standard in business across all industries, so it is a skill that is highly in demand for students to acquire. In regards to collaboration, Executive Vice President of Verizon, Bob Mudge, states, “companies are able to innovate much more quickly and even create solutions to problems that may not be prevalent issues yet” (Mudge 1). The standards expect that students will be prepared to collaborate in college and careers, so key elements of collaboration in those settings—in-person or virtual—need apply or be simplified to K-6 collaborative environments. This section also analyzes a case study experiment on young children about how technology functionality and design enables, encourages, or enforces collaboration.
Next, this thesis reviews three case studies that represent evolution in our understanding of technology’s role as a support system in teaching and learning collaboration. The first case study shows how simple handheld devices assisted in correcting weaknesses in a variety of collaborative and organizational skills. The second study utilizes interactive tabletop technology to realize the idea of tracking collaborative ability in real time through synchronized audio and touch recording. Finally, researchers assess the effectiveness of one student to one device (1:1) initiatives by gathering student-reported data before and after the program’s implementation, which largely speak to the direction of many schools’ technology strategies.
To supplement all of the secondary research above, the researcher of this thesis conducted interviews with nine K-6 teachers to gather their insights on collaboration and how they facilitate it. They explain how they use technology in their classroom to enhance the learning environment. Additionally, they give opinions on what could be done to make collaboration more easily taught and facilitated, as well as what would better develop their students’ collaborative skills.
The compilation of this information then leads to implications of what needs to be present, from a technology standpoint, to more effectively teach collaborative skills to our schoolchildren. This includes a brief industry analysis of a program that already exists, as well as recommendations for new technology that considers the research conducted throughout the paper. Another implication addressed centers on the instruction and facilitation of technology and the digital divide that can result from varying competency among teachers, which brings to light the need for proper technology development programs for educators.
ContributorsPetrovich, Nicholas Hugh (Author) / Ostrom, Amy (Thesis director) / Ostrom, Lonnie (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Management (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2014-05
137259-Thumbnail Image.png
Description
Prenatal care is a widely administered preventative care service, and its adequate use has been shown to decrease poor infant and maternal health outcomes. Today however, in the United States, preterm birth rates remain among the highest in the industrialized world, with low socioeconomic women having the highest risk of

Prenatal care is a widely administered preventative care service, and its adequate use has been shown to decrease poor infant and maternal health outcomes. Today however, in the United States, preterm birth rates remain among the highest in the industrialized world, with low socioeconomic women having the highest risk of preterm births. This group of women also face the greatest barriers to access adequate prenatal care in the United States. This paper explores the viability of short message service to help bridge gaps in prenatal care for low socioeconomic women in the United States and provides areas for further research.
ContributorsMiles, Kelly Nicole (Author) / Ketcham, Jonathan (Thesis director) / Santanam, Raghu (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / Department of Finance (Contributor)
Created2014-05
Description
ABSTRACT The participatory and interactive nature of the "Hearing in Color" project unites people from different walks of life. My interest lies in creating a space for people to explore their creativity, think critically, and hone their own voice in a safe and collaborative environment. I have discovered that all

ABSTRACT The participatory and interactive nature of the "Hearing in Color" project unites people from different walks of life. My interest lies in creating a space for people to explore their creativity, think critically, and hone their own voice in a safe and collaborative environment. I have discovered that all art forms: movement, voice, visual or digital, stimulate possibilities for expression and enable people to move forward in new directions. To this end, my project fused multiple avenues of engagement, innovative dance technology, and alternative or site-specific locations to create a community-based project aimed at promoting dialogue and enhancing ties between several groups in the Phoenix area. In this paper, I argue that a multi-layered approach to community-arts and the use of advanced technology builds bridges for diverse populations to come together to participate and learn from one another. I also maintain that community exists among all communities involved in a process of community arts, not just the participants and facilitator. When community engagement and awareness are prioritized, a multi-layered approach creates the possibilities of growth, honesty, and understanding for all people involved.
ContributorsBritt, Melissa (Author) / Fitzgerald, Mary (Thesis advisor) / Vissicaro, Pegge (Committee member) / Mitchell, John (Committee member) / Woodson, Stephani (Committee member) / Arizona State University (Publisher)
Created2010
148428-Thumbnail Image.png
Description

Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern

Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern countries of the world, primarily Southeast Asia, and compares it to the possibility of replication in the Western countries of the world, primarily the United States and Brazil. It examines the specific factors that caused mobile gaming and thus mobile esports to flourish in the East Region of the world. The thesis additionally incorporates current attitudes towards esports and mobile esports in the United States and discusses the viewpoints of consumers in those specific areas. This research uses primary data and literature synthesis to ultimately increase knowledge on how mobile esports has risen in popularity in various Asian countries and whether or not mobile esports can thrive in a different environment such as the United States.<br/><br/>This thesis takes data from the “Newzoo Global Esports Market Report” conducted in 2020 by Newzoo. This report does the following:<br/>- dives deep into the global and regional esports economy<br/>- provides a realistic estimate of the market’s future potential regarding revenue streams, audience numbers, key trends, and franchises<br/>- highlights financial and statistical trends for the esports industry in the future<br/><br/>Overall the thesis finds that mobile esports have succeeded in the Asian market due to an established demographic of esports fans and players, mobile first consumers, and wide technology network in Asia. Data analysis finds that currently many American gamers still find mobile gaming to be “boring” and ultimately that cultural attitude, generational shifts, and the ideal game need to align for mobile esports to succeed in the United States.

ContributorsCai, Mark William (Author) / Sopha, Matthew (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
131100-Thumbnail Image.png
Description
My study explores how watching live theatre can impact students’ views on cultural awareness, identity, and class divisions. 22 students who had little to no previous participation with the arts were chosen to see the musical, Once on This Island , at ASU Gammage. Once on This Island offers a

My study explores how watching live theatre can impact students’ views on cultural awareness, identity, and class divisions. 22 students who had little to no previous participation with the arts were chosen to see the musical, Once on This Island , at ASU Gammage. Once on This Island offers a story of hope, love, and sacrifice that inspires audiences to fight for what they believe in. The students were asked to fill out a pre-show survey before seeing the show and participate in a discussion concluded by a post-show survey after they watched the show. The questions in the surveys and discussions revolved around the students’ feelings towards cultural awareness, identity, and class divisions. The responses revealed that students were introduced to a new culture and became more tolerant of engaging with other cultures as they were immersed in a new perspective. Also, students reexamined how they identified themselves and what the role of relationships played on their identity. Finally, the study found that through seeing the live production, the students became more accepting of all social classes because they were able to empathize with characters in a different social class than themselves.
ContributorsMiller, Melanie (Author) / Sandoval, Mathew (Thesis director) / Ong, Desiree (Committee member) / Department of Marketing (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131335-Thumbnail Image.png
Description
While growing up, I was placed into dance classes, dance started out as a hobby, but as I grew up it became a way for me to escape from the struggles life itself brings. While I was taking a dance culture class at Arizona State University, I stumbled across research

While growing up, I was placed into dance classes, dance started out as a hobby, but as I grew up it became a way for me to escape from the struggles life itself brings. While I was taking a dance culture class at Arizona State University, I stumbled across research that revealed that dance does not just help people like myself, but it also has the ability to help those with more difficult life-altering situations like Parkinson’s Disease. With having about 970 million adults aged 65 years old and up (United Nations), around 10-million of these individuals have Parkinson’s Disease (PD) (Parkinson’s New Today). With these large numbers, Parkinson’s is the second leading neurodegenerative disease worldwide (Parkinson’s News Today) behind Alzheimer’s. Parkinson’s is a motor system disorder that affects the production of dopamine in one’s brain (Harvard). With the current treatment of PD being medication as well as surgical therapy based on the severity of each patient (Parkinson’s Foundation), there is one form of treatment that has been tested but not certified, partnership dancing. The way that partnership dance benefits those with Parkinson’s Disease is by using many areas of the brain to facilitate dopamine production. The four main areas used are the motor cortex, the somatosensory, the basal ganglia, and lastly the cerebellum (Harvard). With the vast amount of existing research, as well as the information gained through secondary research, I feel as though there needs to be a study to open the development of partnership dance as a therapy modality for those with many of the forms of degenerative mental diseases. Although unable to put on this research, I have outlined what this study could look like to be continued in the hopes of having partnership dance become a certified form of therapy for those with Parkinson’s Disease.
ContributorsMillar, Cayla Briann (Author) / Caves, Larry (Thesis director) / Kaplan, Robert (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131206-Thumbnail Image.png
Description
The number of seniors who use technology continues to grow every day. Since technology has rapidly evolved in recent years, seniors often lack the skills to comfortably use it. This fact was made especially clear when one of the group members heard the story of a neighbor helping seniors in

The number of seniors who use technology continues to grow every day. Since technology has rapidly evolved in recent years, seniors often lack the skills to comfortably use it. This fact was made especially clear when one of the group members heard the story of a neighbor helping seniors in the community learn to better operate and understand technology. That story prompted the creation of a business designed to assist seniors in using technology. In this paper we will discuss our business model for a start up company named SenTech (Senior Tech Solutions) that was created by three college students. SenTech will provide various services to assist seniors with their technological needs within the scope of Apple products. We will discuss the problem, barriers, competitive advantages, marketing strategy, solution, financials, and future of SenTech.
The challenges our team faced were mainly due to COVID-19 and the social distancing guidelines provided by the CDC. Because of this, we were not able to conduct as many interviews as we planned. We also hoped to prepare a training course for seniors, but our plans were disrupted, so we shifted to a more research-based study.
ContributorsSnee, Spencer (Co-author) / Tapia, Esmeralda (Co-author) / Vukcevic, Lazar (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
132127-Thumbnail Image.png
Description
Breakin Media is a social media consulting agency that targets small business owners (comedians) specifically in the Baby Boomer, Generation X, and Older Millennial category. Comedians, specifically, who are auditioning for shows or going to comedy clubs, may not be seeing the same level of success as another comedian who

Breakin Media is a social media consulting agency that targets small business owners (comedians) specifically in the Baby Boomer, Generation X, and Older Millennial category. Comedians, specifically, who are auditioning for shows or going to comedy clubs, may not be seeing the same level of success as another comedian who has a large social media following. This is true for most industries. Small businesses who do not have social media have lower rates of customer satisfaction and revenue. This business is about educating, analyzing, and building business owners so they too can feel part of the social media revolution.
This business uses research and data from different social media comedians in order to create a guide for comedians who own comedy clubs or are trying to break into show business. This thesis includes the logistics of starting a business. It will outline the financing and pricing of a service like this for individuals and businesses. This also outlines the generational stigma of social media, and the difficulties an older generation is currently facing when wanting to expand their business into social media.

The Breakin Media business model assesses each client on a set of five pillars, which have been found by research to affect follower count. The five pillars are relatability, targeted marketing, consistency, high-quality content, and algorithm alignment. Each pillar is dissected and used to increase the exposure of every comedian. There is a 3 tier system for pricing that outlines the costs of each service, and an infographic to guide each client. This thesis is about bridging a gap in generations, and increasing success for small businesses, specifically in theatre and comedy.
ContributorsVazquez, Margot (Author) / Bruhn, Karen (Thesis director) / Heinzmann, Sandra (Committee member) / Department of Marketing (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12