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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.

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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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

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.

ContributorsWeekes, Daniel Buckner (Co-author) / Tam, Joey (Co-author) / Brian, Jennifer (Thesis director) / Keeler, Lauren Withycombe (Thesis director) / N/A, N/A (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (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.

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
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Description
This thesis presents a kit of materials intended to present students with a glimpse of what engineering entails by guiding them through building engineering projects similar to what is in the real world. The objective of this project is to pique the interest of children by introducing them to lesser

This thesis presents a kit of materials intended to present students with a glimpse of what engineering entails by guiding them through building engineering projects similar to what is in the real world. The objective of this project is to pique the interest of children by introducing them to lesser known engineering related topics, and increasing their literacy of terms and methods engineers use to solve problems. The effectiveness of the kit’s content and teaching methods was tested in a classroom of 6th graders and was measured using the responses from surveys handed out. I found that kit did in fact positively lead to a change in the way the students perceived engineering, and it taught students about new engineering related topics. Students were capable of completing difficult tasks of wiring and coding successfully through the use of detailed instruction. However, the instructions were seen in two opposing views of either being too overwhelming or more guidance was necessary.
ContributorsQuezada, Hebellyn Arleth (Author) / Aukes, Daniel (Thesis director) / Kellam, Nadia (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
ContributorsKanechika, Amber (Author) / Craig, Scotty (Thesis director) / Roscoe, Rod (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The purpose of this study is to spark a discussion for engineers and their firms to consider the impact of border barriers on wildlife. The focus of this study is to consider if or how engineers make those considerations, such as through design modifications. Barriers block wildlife migration patterns, disabling

The purpose of this study is to spark a discussion for engineers and their firms to consider the impact of border barriers on wildlife. The focus of this study is to consider if or how engineers make those considerations, such as through design modifications. Barriers block wildlife migration patterns, disabling them from life-sustaining resources. This is particularly important due to an increasing trend in habitat loss, urban development, and climate change. During literature analysis of border barrier impacts, and outreaching to relevant organizations and individuals, there was little to no public documentation or discussion from the engineering community found. Discussion that was found is included in this study, but the lack of connection between conservation and engineering professionals is eminently profound. Therefore, the analysis of studying engineering design considerations additionally studied the relationship between environmental and engineering professionals. Types of research included involves literature analysis of journal articles, reports, project plans for construction, and environmental laws pertinent to wildlife impact.
ContributorsMcMillin, Kaci (Author) / Karwat, Darshan (Thesis director) / Senko, Jesse (Committee member) / Engineering Programs (Contributor) / Environmental and Resource Management (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

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

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.

ContributorsKinzle, Lauren (Author) / Schugurensky, Daniel, 1958- (Thesis director) / Fischman, Gustavo (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2019-05
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Description
In this paper, I attempt to measure the impact of education levels on a country’s productivity, measured by its Gross Domestic Product. I find that educational attainment is significantly correlated with economic growth. Previous research on this topic has shown similar results and concluded the importance of education on improving

In this paper, I attempt to measure the impact of education levels on a country’s productivity, measured by its Gross Domestic Product. I find that educational attainment is significantly correlated with economic growth. Previous research on this topic has shown similar results and concluded the importance of education on improving the GDP levels in a country.
ContributorsDanishyar, Roma (Author) / Goegan, Brian (Thesis director) / Hill, John (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Economics (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in a lighthearted and entertaining form, narrating notions such as the

This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in a lighthearted and entertaining form, narrating notions such as the design process, prototyping, specialty fields, and repurposing. Other principles such as learning patience, compromise and teamwork are also conveyed throughout the plot details. Small life lessons that transcend the realm of engineering are also embodied throughout. The plot of the story is a young girl who goes to visit her grandfather who is a garage tinkerer with a love of spare parts. He tells her about his job as a robotics engineer, and she loves it. She goes and tells her friends who decide they want to make a robot for show-and-tell at school. The grandfather agrees to help them build a robot and thus the group of kids are walked through the engineering design process, learning new things (and specialization) along the way. The story ends by revealing that the whole story was a flashback the main character was having as she is about to start her first day at an engineering firm.
ContributorsReed, Shelby Marie (Author) / Oberle, Eric (Thesis director) / Williams, Wendy (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This thesis investigates the policy surrounding English Language Learners (ELL) on both a federal and state level, with an emphasis on the state of Arizona. Arizona ELL policy and pedagogy have been the subjects of research nationwide; many studies demonstrate that ELLs struggle before, during and after participating in Arizona

This thesis investigates the policy surrounding English Language Learners (ELL) on both a federal and state level, with an emphasis on the state of Arizona. Arizona ELL policy and pedagogy have been the subjects of research nationwide; many studies demonstrate that ELLs struggle before, during and after participating in Arizona ELL programs (Lillie et al. 2012; Roa 2012; Office of Civil Rights 2012). Despite this previous research there were limited comprehensive overviews of the data that had been collected as well as recommendations that could be created utilizing the data. This thesis addresses that void of information through 1) A comprehensive literature review of the framework of policies used on the federal and state level, and 2) recommendations provided that are based on the findings of the literature included in the review. Study findings present that there is limited literature to support the English-Only policies currently enforced in the state of Arizona and that students would be better served to utilize other language acquisition approaches that view their primary language as a resource rather than a problem. Additionally, the literature suggests that there needs to be greater oversight in what language is being used to define certain groups so that all students receive proper resources and that there needs to be more communication about federal and state guidelines currently in place. It was recommended that extended research be conducted given recent policy shifts in the state of Arizona that occurred while the thesis was written, that future policy should account for greater inclusivity as well as continuous support, and that the state of Arizona reframe most of its current policies to be more fully aligned with research-based strategies.
ContributorsDalzell, Faith Elizabeth (Author) / Markos, Amy (Thesis director) / Silva, Alexandria (Committee member) / Educational Leadership & Innovation, Division (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12