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- All Subjects: Education
- All Subjects: COVID-19
- Creators: Dean, W.P. Carey School of Business
- Status: Published
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.
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.
For our project, we explored the growth of the ASU BioDesign Clinical Testing Laboratory (ABCTL) from a standard university research lab to a COVID-19 testing facility through a business lens. The lab has pioneered the saliva-test in the Western United States. This thesis analyzes the laboratory from various business concepts and aspects. The business agility of the lab and it’s quickness to innovation has allowed the lab to enjoy great success. Looking into the future, the laboratory has a promising future and will need to answer many questions to remain the premier COVID-19 testing institution in Arizona.
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.
This paper conducts an exploration of the election policy reaction to the COVID-19 pandemic within the United States. While living through and voting during the real-time events which took place during the COVID-19 Pandemic of 2020, it soon became evident that there was not enough experience from earlier election emergencies to properly ensure against voter disenfranchisement. Given the scope of the global pandemic and the speed with which policymakers had to act, there was very little time to properly prepare. There was also great contention regarding the legitimacy of election methods proposed to alleviate in-person election concerns, such as mail-in voting. The political battle between those who believed COVID-19 to be a grave concern against those who did not consider COVID-19 to be a legitimate threat towards their livelihoods also affected policymaking decisions. Policymakers were forced into a corner, as they experienced criticism for not enough government action, as well as disapproval on the actual regulation that came to pass. This paper therefore aims to understand what factors led to the decisions which shaped the election policy which occurred as a reaction to the COVID-19 pandemic during the election year of 2020. This analysis is conducted by considering the following: prior election emergency policy; the development of reactive election policy in March, proactive policy established for the August and November elections; and a review of voter disenfranchisement which occurred due to COVID-19.
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.
Participatory Budgeting (PB) can create changes within individuals and between them and their community. PB processes allow people to determine how to spend a portion of a particular budget (in the case of School PB, a portion of the school budget). These processes help address the underrepresentation of youth in the realm of civics.
I spent time with the steering committee and teacher coordinator of school PB in Carson Junior High to explore the impact of school PB on students’ knowledge, skills, attitudes and practices in relation to civic engagement. In the study I used quantitative and qualitative components. The participants were unique in that they all had prior experience in civic engagement programs in Carson Junior High that were organized by the teacher coordinator of school PB.
The main findings suggest that the participants reported a significant amount of learning in civic knowledge. In comparison, their overall perceived growth in attitudes, practices and skills were much lower. School PB helped the participants in the steering committee to grow in different ways than their other civic engagement programs by providing them with knowledge about budgets, their school’s mechanisms and other students within their school. They also became more familiar with the democratic process of voting and more comfortable with public speaking and presenting.
Recommendations for future research on this process include compiling quantitative and qualitative data from a larger sample consisting of students who had prior civic engagement experience and students who didn’t, and students with different ethnicities from different grades. Another recommendation for future research is to conduct a longitudinal study following school PB participants to high school and beyond to explore long-term impacts.