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- All Subjects: Education
- All Subjects: Economics
- Creators: Dean, W.P. Carey School of Business
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Status: Published
This thesis details the impact of sustainable practices, or lack thereof, among IKEA and Chanel. It takes these principles and analyzes the effectiveness of them and works to implement them across industries and companies of different sizes and organizational structures.
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.
One of the most pressing questions in economics is “why are some countries richer than others?” One methodology designed to help answer the question is known as “Development Accounting,” a framework that organizes the determinants of income into two categories: differences in inputs and differences in efficiency. The objective of our work is to study to what extent differences in the levels of pollution can help explain income differences across countries. To do this, we adjusted a factor-only model to allow us to enter PM2.5, a measure of pollution that tracks the concentration of fine particulate matter in the air and looked to see if the model’s predictive power improved. We ultimately find that we can improve the model’s success in predicting GDP by .5 - 6%. Thus, pollution is unlikely to be a major force in understanding cross-country income differences, but it can be used with other economic factors to potentially magnify its impact with other additions in the future.
Brundtland’s definition of sustainability is the ability to “meet the needs of the present<br/>without compromising the ability of future generations to meet their needs” (IISD, 2021). But<br/>what if there are no future generations? Social sustainability, the sector of sustainability that<br/>foregrounds the well-being and livelihoods of people (and thereby continuation of humanity), is<br/>included in definitions within the sustainability field, but less developed in sustainability<br/>practice. In an effort to bridge this gap of knowledge, 14 U.S. cities and over 100 sustainability<br/>policies were analyzed for their social sustainability performance. An eight-item analytical<br/>framework that deals with differing areas of social equity guided the analysis. Results found that<br/>most cities’ sustainability departments fell short of truly addressing social sustainability<br/>concerns. Out of the eight items, the most frequently addressed were housing security and racial<br/>and gender equality whereas few, if any, cities addressed the more specific social concerns of<br/>immigration, technology and media, or arts/cultural preservation. Future research is<br/>recommended to gain a better understanding of the ways existing cities can improve in this area.
A deep dive on digital education solutions in the current and post-COVID education industry. Specific attention was given Interactive Flat Panel Display solutions in K-12 and higher education classrooms.
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.
Intellectual property (IP) is the lifeblood of the U.S. economy. Despite being an important motivator for innovation, IP laws and IP protections are largely unknown by most individuals outside of the legal field. The purpose of this work is to condense some of the most fundamental concepts in U.S. intellectual property law and describe them in an understandable way for non-lawyers. This thesis covers basic information on U.S. patents, copyrights, trademarks, trade secrets, and the ways in which they impact both science and society. Additionally, this thesis discusses the need for better IP education and presents a solution to this problem in the form of a partly completed draft for an educational book. The book itself is meant to illustrate how the research of this thesis can be utilized in introductory educational materials while also demonstrating the potential for presenting IP law concepts in a fun and visual way.