Matching Items (81)
Filtering by

Clear all filters

147809-Thumbnail Image.png
Description

Though about 75 percent of American waste is recyclable, only 30 percent of it is actually recycled and less than ten percent of plastics disposed of in the United States in 2015 were recycled. A statistic like this demonstrates the immense need to increase recycling rates in order to move

Though about 75 percent of American waste is recyclable, only 30 percent of it is actually recycled and less than ten percent of plastics disposed of in the United States in 2015 were recycled. A statistic like this demonstrates the immense need to increase recycling rates in order to move towards cultivating a circular economy and benefiting the environment. With Arizona State University’s (ASU) extensive population of on-campus students and faculty, our team was determined to create a solution that would increase recycling rates. After conducting initial market research, our team incentives or education. We conducted market research through student surveys to determine the level of knowledge of our target audience and barriers to entry for local recycling and composting resources. Further, we gained insight into the medium of recycling and sustainability programs they would be interested in participating in. Overall, the results of our surveys demonstrated that a majority of students were interested in participating in these programs, if they were not already involved, and most students on-campus already had access to these resources. Despite having access to these sustainable practices, we identified a knowledge gap between students and their information on how to properly execute sustainable practices such as composting and recycling. In order to address this audience, our team created Circulearning, an educational program that aims to bridge the gap of knowledge and address immediate concerns regarding circular economy topics. By engaging audiences through our quick, accessible educational modules and teaching them about circular practices, we aim to inspire everyone to implement these practices into their own lives. Though our team began the initiative with a focus on implementing these practices solely to ASU campus, we decided to expand our target audience to implement educational programs at all levels after discovering the interest and need for this resource in our community. Our team is extremely excited that our Circulearning educational modules have been shared with a broad audience including students at Mesa Skyline High School, ASU students, and additional connections outside of ASU. With Circulearning, we will educate and inspire people of all ages to live more sustainably and better the environment in which we live.

ContributorsChakravarti, Renuka (Co-author) / Tam, Monet (Co-author) / Carr-Taylor, Kathleen (Co-author) / Byrne, Jared (Thesis director) / Marseille, Alicia (Committee member) / Jordan, Amanda (Committee member) / School of Art (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBartels, Parker Stephen (Co-author) / Barrong, Tanner (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Management and Entrepreneurship (Contributor, Contributor) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
136179-Thumbnail Image.png
Description
CourseKarma is a web application that engages students in their own learning through peer-driven social networking. The influence of technology on students is advancing faster than the school system, and a major gap still lingers between traditional learning techniques and the fast-paced, online culture of today's generation. CourseKarma enriches the

CourseKarma is a web application that engages students in their own learning through peer-driven social networking. The influence of technology on students is advancing faster than the school system, and a major gap still lingers between traditional learning techniques and the fast-paced, online culture of today's generation. CourseKarma enriches the educational experience of today's student by creating a space for collaborative inquiry as well as illuminating the opportunities of self and group learning through online collaboration. The features of CourseKarma foster this student-driven environment. The main focus is on a news-feed and Question and Answer component that provides a space for students to share instant updates as well ask and answer questions of the community. The community can be as broad as the entire ASU student body, as specific as students in BIO155, or even more targeted via specific subjects and or skills. CourseKarma also provides reputation points, which are the sum of all of their votes received, identifying the individual's level and or ranking in each subject or class. This not only gamifies the usual day-to-day learning environment, but it also provides an in-depth analysis of the individual's skills, accomplishments, and knowledge. The community is also able to input and utilize course and professor descriptions/feedback. This will be in a review format providing the students an opportunity to share and give feedback on their experience as well as providing incoming students the opportunity to be prepared for their future classes. All of the student's contributions and collaborative activity within CourseKarma is displayed on their personal profile creating a timeline of their academic achievements. The application was created using modern web programming technologies such as AngualrJS, Javascript, jQuery, Bootstrap, HTML5, CSS3 for the styling and front-end development, Mustache.js for client side templating, and Firebase AngularFire as the back-end and NoSQL database. Other technologies such as Pivitol Tracker was used for project management and user story generation, as well as, Github for version control management and repository creation. Object-oreinted programming concepts were heavily present in the creation of the various data structures, as well as, a voting algorithm was used to manage voting of specific posts. Down the road, CourseKarma could even be a necessary add-on within LinkedIn or Facebook that provides a quick yet extremely in-depth look at an individuals' education, skills, and potential to learn \u2014 based all on their actual contribution to their academic community rather than just a text they wrote up.
ContributorsCho, Sungjae (Author) / Mayron, Liam (Thesis director) / Lobock, Alan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
135828-Thumbnail Image.png
Description
"Improving Life Outcomes for Children in Arizona: Educational Social Impact Bond" is a creative project that is structured as a pitch to the Arizona Department of Education to consider social impact bonds as a way to fund pilot education programs. The pitch begins with a brief overview of the umbrella

"Improving Life Outcomes for Children in Arizona: Educational Social Impact Bond" is a creative project that is structured as a pitch to the Arizona Department of Education to consider social impact bonds as a way to fund pilot education programs. The pitch begins with a brief overview of the umbrella of impact investing, and then a focus on social impact bonds, an area of impact investing. A profile of Arizona's current educational rankings along with statistics are then presented, highlighting the need for an educational social impact bond to help increase achievement. The pitch then starts to focus particularly on high school drop outs and how by funding early childhood education the chances of a child graduating high school increase. An overview of existing early education social impact bonds that are enacted are then presented, followed by a possible structure for an early education social impact bond in Arizona. An analysis of the possible lifetime cost savings of investing in early childhood education are then presented, that are as a result of decreasing the amount of high school drop outs. Lastly, is a brief side-by-side comparison of the Arizona structure to the precedent social impact bonds.
ContributorsRodriguez, Karina (Author) / Simonson, Mark (Thesis director) / Trujillo, Gary (Committee member) / Department of Finance (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135743-Thumbnail Image.png
Description
The two authors completed the entirety of their schooling within the United States, from preschool to university. Both authors experienced loss of interest towards their education each successive year and assumed the nature of learning and education was to blame. The two students took a class on the Kashiwagi Information

The two authors completed the entirety of their schooling within the United States, from preschool to university. Both authors experienced loss of interest towards their education each successive year and assumed the nature of learning and education was to blame. The two students took a class on the Kashiwagi Information Measurement Theory their second years at Arizona State University and applied the concepts taught in that class to past experiences in the United States education system to determine the cause behind their waning interest in their education. Using KSM principles the authors identified that the environment produced by and ineffectual and inefficient educational system is what resulted in their, and the majority of their peers, growing dissatisfaction in their education. A negative correlation was found between GPA and control. As the control in a students environment increased, their GPA decreased. The data collected in this thesis also supports the conclusions that as a student is exposed to a high stress environment, their GPA and average amount of sleep per night decrease.
ContributorsKulanathan, Shivaan (Co-author) / Westlake, Kyle (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Gunnoe, Jake (Committee member) / Computer Science and Engineering Program (Contributor) / Chemical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135688-Thumbnail Image.png
Description
Education is a very sensitive topic when it comes to implementing the right policies. From professionals well-versed in the topic, to the very students who are being taught, feedback for reform is constantly being addressed. Nonetheless, there remains a large gap between the performance of some of the most advanced

Education is a very sensitive topic when it comes to implementing the right policies. From professionals well-versed in the topic, to the very students who are being taught, feedback for reform is constantly being addressed. Nonetheless, there remains a large gap between the performance of some of the most advanced countries in the world and the United States of America. As it stands today, USA is arguably the most technologically advanced country and the outright leader of the free market. For over a century this nation has been exceeding expectations in nearly every industry known to man and aiding the rest of the world in their endeavors for a higher standard of living. Yet, there seems to be something critically wrong with the way a large majority of the younger generation are growing up. How can a country so respected in the world fall so far behind in what is considered the basics of human education: math and science? The Trends in International Mathematics and Science Study (TIMSS) is a series of assessments taken by countries all around the world to determine the strength of their youth's knowledge. Since its inception in 1995, TIMSS has been conducted every four years with an increasing number of participating countries and students each time. In 1999 U.S. eighth-graders placed #19 in the world for mathematics and #18 for science (Appendix Fig. 1). In the years following, and further detailed in the thesis, the U.S. managed to improve the overall performance by a small margin but still remained a leg behind countries like Singapore, Hong Kong, Japan, Russia, and more. Clearly these countries were doing something right as they consistently managed to rank in the top tier. Over the course of this paper we will observe and analyze why and how Singapore has topped the TIMSS list for both math and science nearly every time it has been administered over the last two decades. What is it that they are teaching their youth that enables them to perform exceptionally above the norm? Why is it that we cannot use their techniques as a guideline to increase the capabilities of our future generations? We look to uncover the teaching methods of what is known as Singapore Math and how it has helped students all over the world. By researching current U.S. schools that have already implemented the system and learning about their success stories, we hope to not only educate but also persuade the local school districts on why integrating Singapore Math into their curriculum will lead to the betterment of the lives of thousands of children and the educational threshold of this great nation.
ContributorsKichloo, Parth (Co-author) / Leverenz, Michael (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Rivera, Alfredo (Committee member) / Department of Management (Contributor) / Department of Marketing (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
135981-Thumbnail Image.png
Description
Education in computer science is a difficult endeavor, with learning a new programing language being a barrier to entry, especially for college freshman and high school students. Learning a first programming language requires understanding the syntax of the language, the algorithms to use, and any additional complexities the language carries.

Education in computer science is a difficult endeavor, with learning a new programing language being a barrier to entry, especially for college freshman and high school students. Learning a first programming language requires understanding the syntax of the language, the algorithms to use, and any additional complexities the language carries. Often times this becomes a deterrent from learning computer science at all. Especially in high school, students may not want to spend a year or more simply learning the syntax of a programming language. In order to overcome these issues, as well as to mitigate the issues caused by Microsoft discontinuing their Visual Programming Language (VPL), we have decided to implement a new VPL, ASU-VPL, based on Microsoft's VPL. ASU-VPL provides an environment where users can focus on algorithms and worry less about syntactic issues. ASU-VPL was built with the concepts of Robot as a Service and workflow based development in mind. As such, ASU-VPL is designed with the intention of allowing web services to be added to the toolbox (e.g. WSDL and REST services). ASU-VPL has strong support for multithreaded operations, including event driven development, and is built with Microsoft VPL users in mind. It provides support for many different robots, including Lego's third generation robots, i.e. EV3, and any open platform robots. To demonstrate the capabilities of ASU-VPL, this paper details the creation of an Intel Edison based robot and the use of ASU-VPL for programming both the Intel based robot and an EV3 robot. This paper will also discuss differences between ASU-VPL and Microsoft VPL as well as differences between developing for the EV3 and for an open platform robot.
ContributorsDe Luca, Gennaro (Author) / Chen, Yinong (Thesis director) / Cheng, Calvin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
136853-Thumbnail Image.png
Description
I will be investigating the merit of participatory culture in online literary roleplaying. While looking at an affinity space within participatory culture, I will be examining the importance of narrative within a roleplay board, the value placed in writing ability and habitual participation, and the gaining of social capital within

I will be investigating the merit of participatory culture in online literary roleplaying. While looking at an affinity space within participatory culture, I will be examining the importance of narrative within a roleplay board, the value placed in writing ability and habitual participation, and the gaining of social capital within the affinity space of players through the scope of two forms of participatory culture: expressions and collaborative problem solving. I will also look at the limitations of literary roleplaying before talking about the potential of roleplaying to be used as a tool for students in the classroom. Throughout my investigation, I pool information from online roleplay forum boards as well as Tumblr blogs. Drawing from these examples, I hope to not only show the value and merit of online roleplaying as a form of literature, but also demonstrate its potential as a curriculum guide for educators.
ContributorsLacson, Therese (Author) / Lussier, Mark (Thesis director) / Daer, Alice (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-05
136695-Thumbnail Image.png
Description
Nations have a vital interest in creating a citizenry with certain attributes and beliefs and, since education contributes to the formation of children's national identity, government authorities can influence educational curricula to construct their ideal citizen. In this thesis, I study the educational systems of Pakistan and Arizona and explore

Nations have a vital interest in creating a citizenry with certain attributes and beliefs and, since education contributes to the formation of children's national identity, government authorities can influence educational curricula to construct their ideal citizen. In this thesis, I study the educational systems of Pakistan and Arizona and explore the historical and conceptual origins of these entities' manipulation of curricula to construct a particular kind of citizen. I argue that an examination of the ethnic studies debate in Tucson, Arizona, in conjunction with Pakistan's history education policy, will illustrate that the educational systems in both these sites are developed to advance the interests of governing authorities. Resource material demonstrates that both educational systems endorse specific accounts of history, omitting information, perspectives, and beliefs. Eliminating or reimagining certain narratives of history alienates some students from identifying as citizens of the state, particularly when contributions of their ethnic, cultural, or religious groups are not included in the country's textbooks.
ContributorsFritcke, Emily Anne (Author) / Saikia, Yasmin (Thesis director) / Haines, Chad (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-12
137796-Thumbnail Image.png
Description
REACH is an entrepreneurial community action program founded by Brett Fitzgerald and Kira Hoover. A third program partner, Mona Dixon, joined the team in May 2012. REACH enhances the potential success of high school teenagers in the Teen Center at the underserved Boys & Girls Club \u2014 Ladmo Branch in

REACH is an entrepreneurial community action program founded by Brett Fitzgerald and Kira Hoover. A third program partner, Mona Dixon, joined the team in May 2012. REACH enhances the potential success of high school teenagers in the Teen Center at the underserved Boys & Girls Club \u2014 Ladmo Branch in Tempe, Arizona. REACH strives to empower students to attend college, develop stronger leadership skills, and become more involved in their community. The program provides an opportunity for at-risk youth to engage in high caliber leadership discussions, receive college mentoring, organize and take on group designed and self-driven community action projects, and to connect with Arizona State University's community and resources. According to the Bureau of Statistics, 77.2% of African American and 40.6% of Hispanic children live below the poverty level. Poverty increases the relative discrepancy of opportunities across races and often breeds segregation. In order to foster a community of young leaders who embrace diversity, we must act to prevent racism, bigotry and prejudice at a young age and encourage all students to see themselves as leaders and scholars in the community. REACH is a community of young individuals who embrace diversity and understand the many possibilities when working together with other ethnic groups. REACH works with multiple ASU communities including the ASU Pat Tillman Scholars, Delta Sigma Pi \u2014 Gamma Omega, Barrett, The Honors College and W. P. Carey School of Business to organize and lead a group of teens through a remarkable curriculum that will shape the way they view cultural diversity, educational achievement, and leadership. The weekly meetings consist of discussions, creative team-building and critical thinking exercises and cultural awareness experiences. Demonstrating to the teens, administrators, volunteers, and mentors the rich culture that Tempe has to offer and the skills and experience that they have to offer their community as well.
ContributorsFitzgerald, Brett Patrick (Co-author) / Dixon, Mona (Co-author) / Hoover, Kira (Co-author) / Mokwa, Michael (Thesis director) / Eaton, John (Committee member) / Pickens, Judith (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / W. P. Carey School of Business (Contributor)
Created2013-05