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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.

ContributorsVanlue, Aleczander Bryce (Co-author) / Bartels, Parker (Co-author) / Barrong, Tanner (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor, Contributor) / Dean, W.P. Carey School of Business (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
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Description

My project focuses on the problems created by the COVID-19 pandemic that impacted the food supply chain in the United States and how they contributed to food insecurity. I identified the three key problems, the shift in demand from the commercial to the retail market, the discarding of raw food

My project focuses on the problems created by the COVID-19 pandemic that impacted the food supply chain in the United States and how they contributed to food insecurity. I identified the three key problems, the shift in demand from the commercial to the retail market, the discarding of raw food and produce, and consumer panic buying. I used the analysis of these problems to then formulate a set of solutions that would work to solve these problems.

ContributorsLentz, Kevin Thomas (Author) / Byrne, Jared (Thesis director) / Fowler, John (Committee member) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The ongoing Global Coronavirus Pandemic has been upheaving social norms for over a<br/>year at this point. For countless people, our lives look very different at this point in time<br/>then they did before the pandemic began. Quarantine, Shelter in Place, Work from<br/>Home, and Online classes have led global populations to become

The ongoing Global Coronavirus Pandemic has been upheaving social norms for over a<br/>year at this point. For countless people, our lives look very different at this point in time<br/>then they did before the pandemic began. Quarantine, Shelter in Place, Work from<br/>Home, and Online classes have led global populations to become less active leading to<br/>an increase in sedentary lifestyles. The final impact of this consequence is unknown,<br/>but emerging studies have led to concrete evidence of decreased physical and mental<br/>wellbeing, particularly in children. VirusFreeSports was the brainchild of three ASU<br/>Honors students who sought to remedy these devastating consequences by creating<br/>environments where children can participate in sports and exercise safely, free of the<br/>threat COVID-19 or other transmissible illnesses. The ultimate goal for the project team<br/>was to build traction for their idea, which culminated in a video pitch sent to potential<br/>investors. Although largely created as an exercise and we did not create a full<br/>certification course, merely a prototype through a website with sample questions to<br/>gauge interest, the project was a success as a large target market for this product was<br/>identified that showed great promise. Our team believes that early entrance to the<br/>market, as well as the lack of any other competitors would give the team a tremendous<br/>advantage in creating an impactful and influential service.

ContributorsTanveer, Samad (Co-author) / Israel, Natasha (Co-author) / Vrbanac, Matthew (Co-author) / Byrne, Jared (Thesis director) / Lee, Chris (Committee member) / Kunowski, Jeff (Committee member) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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
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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.

ContributorsTam, Monet (Co-author) / Chakravarti, Renuka (Co-author) / Carr-Taylor, Kathleen (Co-author) / Byrne, Jared (Thesis director) / Marseille, Alicia (Committee member) / Jordan, Amanda (Committee member) / Department of Supply Chain Management (Contributor) / Department of Information Systems (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.

ContributorsBarrong, Tanner Allen (Co-author) / Bartels, Parker (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Student academic performance has far-reaching implications, such as lifetime earnings potential, that are beyond the immediate impact it may have on any individual student (Bureau of Labor Statistics [BLS], 2019). Colleges and universities also have a shared interest in the retention of their students as a poor reputation can depress

Student academic performance has far-reaching implications, such as lifetime earnings potential, that are beyond the immediate impact it may have on any individual student (Bureau of Labor Statistics [BLS], 2019). Colleges and universities also have a shared interest in the retention of their students as a poor reputation can depress enrollment and tarnish their brand. Public institutions have an especially large incentive for student success as many state and federal funding opportunities consider student retention and performance when allocating taxpayer dollars (Li, 2018). To assist in the mutual desire for students to succeed, the Calm Connection start-up venture formed with the goal of seamlessly integrating biofeedback therapy with a student’s unique education needs. Forming the foundation of the resulting Calm Connection app is software patented by NASA which allows for the collection and manipulation of biofeedback monitoring data on mobile devices with distinguishing features such as geolocation. For students, one of the largest barriers to effective learning is issues of focus and information retention, whether due to problems at home, conditions such as ADHD, or the high prevalence of test anxiety among students (Committee on Psychosocial Aspects of Child and Family Health et al., 2012). The repeated use of biofeedback therapy trains students to overcome these focus issues and works in conjunction with our app’s study aid and scheduling ability (Henriques et al., 2011). Among those surveyed and participants in follow-up focus groups, the Calm Connection app and its use of biofeedback monitoring has generated much interest and documented traction.

ContributorsSilverman, Marcus Samuel (Co-author) / Snow, Kylie (Co-author) / Schacht, Gregory (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Flora Vita is a digital platform that connects families to outdoor excursions, programmed activities and local events, encouraging the familial ecosystem to flourish within Arizona's vast environment. We curate unique opportunities that allow families to cultivate internal relationships with one another and form relationships with local like-minded families in pursuit

Flora Vita is a digital platform that connects families to outdoor excursions, programmed activities and local events, encouraging the familial ecosystem to flourish within Arizona's vast environment. We curate unique opportunities that allow families to cultivate internal relationships with one another and form relationships with local like-minded families in pursuit of a healthy lifestyle.

ContributorsGarcia, Kate (Co-author) / Plunkett, Nina (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Silverstein, Taylor (Committee member) / School of Human Evolution & Social Change (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The ongoing Global Coronavirus Pandemic has been upheving social norms for over a year at this point. For countless people, our lives look very different at this point in time than they did before the pandemic began. Quarantine, Shelter in Place, Work from Home, and Online classes have led global

The ongoing Global Coronavirus Pandemic has been upheving social norms for over a year at this point. For countless people, our lives look very different at this point in time than they did before the pandemic began. Quarantine, Shelter in Place, Work from Home, and Online classes have led global populations to become less active leading to an increase in sedentary lifestyles. The final impact of this consequence is unknown, but emerging studies have led to concrete evidence of decreased physical and mental wellbeing, particularly in children. VirusFreeSports was the brainchild of three ASU Honors students who sought to remedy these devastating consequences by creating environments where children can participate in sports and exercise safely, free of the threat COVID-19 or other transmissible illnesses. The ultimate goal for the project team was to build traction for their idea, which culminated in a video pitch sent to potential investors. Although largely created as an exercise and we did not create a full certification course, merely a prototype through a website with sample questions to gauge interest, the project was a success as a large target market for this product was identified that showed great promise. Our team believes that early entrance to the market, as well as the lack of any other competitors would give the team a tremendous advantage in creating an impactful and influential service.

ContributorsVrbanac, Matthew Thomas (Co-author) / Tanveer, Samad (Co-author) / Israel, Natasha (Co-author) / Byrne, Jared (Thesis director) / Lee, Chris (Committee member) / Kunowski, Jeff (Committee member) / Chemical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05