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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
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In an effort to gauge on-campus resident's satisfaction with services provided by Century Link and the University Technology Office as well as understand the resident's technology usage habits, the Performance Based Research Studies Group at ASU conducted a survey to collect the data needed to initiate improvements. Unlike previous years,

In an effort to gauge on-campus resident's satisfaction with services provided by Century Link and the University Technology Office as well as understand the resident's technology usage habits, the Performance Based Research Studies Group at ASU conducted a survey to collect the data needed to initiate improvements. Unlike previous years, the 2015 edition of the survey was distributed more efficiently by engaging University Housing staff members (those who work closest with the residents). The result was a 288% increase in responses from the previous year, totaling 2352 respondents and a 167% increase in the number of Residential Halls surveyed, totaling 24. As a primary concern, on a scale of zero to five, the average Internet satisfaction rating was 2.42. In the comments section residents reported issues with the reliability and speed of the ASU networks. It was further determined that residents were dissatisfied with the television services with an average satisfaction rating of 2.91; and the vast majority of comments regarding television services demanding that the ESPN channels be provided. In addition to the metrics on resident satisfaction, it was found that the majority of on-campus residents do not utilize hard-wired ports. Based on the information gathered from this survey, it is recommended that the University Technology Office: 1) focus efforts on upgrading, expanding, and improving the existing ASU networks in particular the reliability and speed of those networks, 2) invest in a broader channel line-up to at minimum provide the ESPN channels, and 3) start an awareness campaign to educate residents on the usage of hard wired ports with the goal of increasing hard wired port usage. As a corollary to information gathered from the survey, it is possible to begin building technology usage profiles on each building and even building such profiles on each residential college and academic unit to better understand the clientele and adapt the services a necessary.
ContributorsMcculloch, John Patrick (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / School of Earth and Space Exploration (Contributor) / Department of Information Systems (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
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This paper is a beginner’s guide to the product management (PM) career. The paper starts with an introduction to myself and my product management journey, as well as my purpose in writing the guide. Next, I cover the basics of a product management career, such as career path, salaries, job

This paper is a beginner’s guide to the product management (PM) career. The paper starts with an introduction to myself and my product management journey, as well as my purpose in writing the guide. Next, I cover the basics of a product management career, such as career path, salaries, job descriptions, responsibilities and characteristics of product managers, and the different types of product managers. I then go in depth on the product development lifecycle, the place where the product manager’s work resides. The product development lifecycle consists of: finding and planning the right opportunity, designing the solution, building the solution, sharing the solution, and assessing the solution. Product managers work cross-functionally with marketing, design, and engineering teams. After discussing each step to the process, I move into the topic of how to get the knowledge and skillset necessary for a product management job. This includes tips and advice on degree choice, books, websites, PM internships and full-time jobs, and how to prepare for interviews. The guide provides fundamental information about product management, getting a product management job, and where to go after to learn more.
ContributorsLevy, Lital (Author) / Ostrom, Amy (Thesis director) / Eaton, Kathryn (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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This thesis explores the current relationship between high fashion and the advancements and changes in technology that have catapulted the industry into a potentially dangerous level. It is simple for one to identify fashion as a booming industry; however, upon further inquiry, it becomes clear that the pace of the

This thesis explores the current relationship between high fashion and the advancements and changes in technology that have catapulted the industry into a potentially dangerous level. It is simple for one to identify fashion as a booming industry; however, upon further inquiry, it becomes clear that the pace of the fashion industry is unsustainable as the demands and expectations that the current consumer has for high fashion brands grow unproportional with the standard rate of the industry. In 2016, the fashion industry reached $2.4 trillion in total value, placing it as the seventh largest economy in the world (Amed, 2016), but these numbers are as fickle as a fashion trend. The fear and talk of the current state of fashion is that this will stagnate and even drop off, due to multiple factors. The shift to the "see now/buy now" platform (CFDA, 2016), a marked reliance on social media "influencers" in order to determine success (Friedman, 2016), and the commercialization of creative directors attributing to the high turnover rate at brands (Prigent, 2016) may lead one to conclude the technology is positively affecting the fashion industry. However, these factors ought lead one to conclude that high fashion is moving at an unsustainable pace, one which will result in long-term detriments to the seemingly unshakable industry and remove high fashion off its current pedestal. Over the past few years, a larger consumer base motivated growth in sales numbers, but in 2016, sales growth was at 2-3% with predictions of stagnation to come for the upcoming years (Amed, 2016). This thesis will look at if the high fashion industry itself has become "trendy" and where the current peak of the industry will lead for the future.
ContributorsGur-Arie, Hannah Esther (Author) / Gray, Nancy (Thesis director) / Ostrom, Amy (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05