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This creative project created and implemented a seven-day STEM curriculum that ultimately encouraged engagement in STEM subjects in students ages 5 through 11. The activities were incorporated into Arizona State University's Kids' Camp over the summer of 2017, every Tuesday afternoon from 4 to 6 p.m. with each activity running

This creative project created and implemented a seven-day STEM curriculum that ultimately encouraged engagement in STEM subjects in students ages 5 through 11. The activities were incorporated into Arizona State University's Kids' Camp over the summer of 2017, every Tuesday afternoon from 4 to 6 p.m. with each activity running for roughly 40 minutes. The lesson plans were created to cover a myriad of scientific topics to account for varied student interest. The topics covered were plant biology, aerodynamics, zoology, geology, chemistry, physics, and astronomy. Each lesson was scaffolded to match the learning needs of the three age groups (5-6 year olds, 7-8 year olds, 9-11 year olds) and to encourage engagement. "Engagement" was measured by pre- and post-activity surveys approved by IRB. The surveys were in the form of statements where the children would totally agree, agree, be undecided, disagree, or totally disagree with it. To more accurately test engagement, the smiley face Likert scale was incorporated with the answer choices. After implementation of the intervention, two-tailed paired t-tests showed that student engagement significantly increased for the two lesson plans of Aerodynamics and Chemistry.
ContributorsHunt, Allison Rene (Co-author) / Belko, Sara (Co-author) / Merritt, Eileen (Thesis director) / Ankeny, Casey (Committee member) / Division of Teacher Preparation (Contributor) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
Description
This paper is intended to identify a correlation between the winning percentage of sports teams in the four major professional sports leagues in the United States and the GDP per capita of their respective cities. We initially compiled fifteen years of franchise performance along with economic data from the Federal

This paper is intended to identify a correlation between the winning percentage of sports teams in the four major professional sports leagues in the United States and the GDP per capita of their respective cities. We initially compiled fifteen years of franchise performance along with economic data from the Federal Reserve Bank of St. Louis to analyze this relationship. After converting the data into a language recognized by Stata, the regression tool we used, we ran multiple regressions to find relevant correlations based off of our inputs. This paper will show the value of the economic impact of strong or weak performance throughout various economic cycles through data analysis and conclusions drawn from the results of the regression analysis.
ContributorsAndl, Tyler (Co-author) / Shirk, Brandon (Co-author) / Goegan, Brian (Thesis director) / Eaton, John (Committee member) / School of Accountancy (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Traditional educational infrastructures and their corresponding architectures have degenerated to work in opposition to today's scholastic objectives. In consideration of the necessity of formal education and academic success in modern society, a re-imagination of the ideal educational model and its architectural equivalent is long overdue. Fortunately, the constituents of a

Traditional educational infrastructures and their corresponding architectures have degenerated to work in opposition to today's scholastic objectives. In consideration of the necessity of formal education and academic success in modern society, a re-imagination of the ideal educational model and its architectural equivalent is long overdue. Fortunately, the constituents of a successful instructional method exist just outside our windows. This thesis, completed in conjunction with the ADE422 architectural studio, seeks to identify the qualities of a new educational paradigm and its architectural manifestation through an exploration of nature and biophilic design. Architectural Studio IV was challenged to develop a new academic model and corresponding architectural integration for the Herberger Young Scholars Academy, an educational institution for exceptionally gifted junior high and high school students, located on the West Campus of Arizona State University. A commencing investigation of pre-established educational methods and practices evaluated compulsory academic values, concepts, theories, and principles. External examination of scientific studies and literature regarding the functions of nature within a scholastic setting assisted in the process of developing a novel educational paradigm. A study of game play and its relation to the learning process also proved integral to the development of a new archetype. A hypothesis was developed, asserting that a nature-centric educational model was ideal. Architectural case studies were assessed to determine applicable qualities for a new nature-architecture integration. An architectural manifestation was tested within the program of the Herberger Young Scholars Academy and through the ideal functions of nature within an academic context.
ContributorsTate, Caroline Elizabeth (Author) / Underwood, Max (Thesis director) / Hejduk, Renata (Committee member) / De Jarnett, Mitchell (Committee member) / The Design School (Contributor) / W. P. Carey School of Business (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
For the past few decades, the education system in the United States has failed many students because of its inability to increase student achievement. While there are many layers to this problem that cannot be solved with one simple solution, a curriculum change that provides students with more engaging and

For the past few decades, the education system in the United States has failed many students because of its inability to increase student achievement. While there are many layers to this problem that cannot be solved with one simple solution, a curriculum change that provides students with more engaging and hands on learning opportunities along with teaching them to be advocates for their own education and community betterment offers a great start to the momentum for change. Service-learning is an ideal way to accomplish this because it incorporates civic engagement and community service into lesson plans that directly align with academic standards. Through service-learning, students are given the opportunity to apply their knowledge in direct and hands on ways meanwhile witnessing the difference that they can make in their community with their knowledge and abilities. Service-learning is a type of instruction typically employed in high school or junior high grades because it requires the course content to coincide with a service project of some kind. In this essay, we look into the research behind service-learning as well as several issues within the community that could be addressed with this kind of curriculum. The aim of this research is to adapt the models of service-learning intended for more advanced grades to align with the standards of a first grade curriculum and also consider the critical thinking skills, self-examination abilities, and social awareness of students at this age when making these adaptations. We believe that service-learning can benefit young students just as much, if not more than older students because it can help them to see the value in their education from early on and demonstrates real life uses for what they are learning. The curriculum created from this research is intended for use at schools within low-income communities in order to empower the students to actively fight against the challenges they face that prevent them from succeeding. However, this curriculum can easily be used in any school setting and adapted to various different age levels.
ContributorsBayer, Kendall Rose (Author) / Oliver, Jill (Thesis director) / White-Taylor, Janel (Committee member) / Division of Teacher Preparation (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide

Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide a rigorous, collaborative, and relevant academic program emphasizing an innovative, problem-based curriculum that develops literacy in the sciences, mathematics, and the arts, thus cultivating critical thinkers, creative problem-solvers, and compassionate citizens, who are able to thrive in our increasingly complex and technological communities." Computational thinking is an important part in developing a future problem solver Bioscience High School is looking to produce. Bioscience High School is unique in the fact that every student has a computer available for him or her to use. Therefore, it makes complete sense for the school to add computer science to their curriculum because one of the school's goals is to be able to utilize their resources to their full potential. However, the school's attempt at computer science integration falls short due to the lack of expertise amongst the math and science teachers. The lack of training and support has postponed the development of the program and they are desperately in need of someone with expertise in the field to help reboot the program. As a result, I've decided to create a course that is focused on teaching students the concepts of computational thinking and its application through Scratch and Arduino programming.
ContributorsLiu, Deming (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The ability to draft and develop productive Major League players is vital to the success of any MLB organization. A core of cost-controlled, productive players is as important as ever with free agent salaries continuing to rise dramatically. In a sport where mere percentage points separate winners from losers at

The ability to draft and develop productive Major League players is vital to the success of any MLB organization. A core of cost-controlled, productive players is as important as ever with free agent salaries continuing to rise dramatically. In a sport where mere percentage points separate winners from losers at the end of a long season, any slight advantage in identifying talent is valuable. This study examines the 2004-2008 MLB Amateur Drafts in order to analyze whether certain types of prospects are more valuable selections than others. If organizations can better identify which draft prospects will more likely contribute at the Major League level in the future, they can more optimally spend their allotted signing bonus pool in order to acquire as much potential production as possible through the draft. Based on the data examined, during these five drafts high school prospects provided higher value than college prospects. While college players reached the Majors at a higher rate, high school players produced greater value in their first six seasons of service time. In the all-important first round of the draft, where signing bonuses are at their largest, college players proved the more valuable selection. When players were separated by position, position players held greater expected value than pitchers, with corner infielders leading the way as the position group with the highest expected value. College players were found to provide better value than high school players at defensively demanding positions such as catcher and middle infield, while high school players were more valuable among outfielders and pitchers.
ContributorsGildea, Adam Joseph (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Economics (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Purpose: The purpose of this study is to examine perceptions of medical-surgical nurses of alcohol-abusing patients admitted to an acute care facility Background: Studies report that many nurses have negative feelings about substance-abusing patients (Neville & Roan, 2014). It has been found nurses report a lack of knowledge about substance

Purpose: The purpose of this study is to examine perceptions of medical-surgical nurses of alcohol-abusing patients admitted to an acute care facility Background: Studies report that many nurses have negative feelings about substance-abusing patients (Neville & Roan, 2014). It has been found nurses report a lack of knowledge about substance abuse disorders, as well as a view that substance abusing patients are more emotionally challenging and dangerous, often leading to decreased motivation and lower levels of job satisfaction (van Boekel, Brouwers, van Weeghel & Garrestsen, 2013). However, studies have found that additional education can positively impact nurses' perceptions (Arthur, 2001). Methods/Approach: This study is a descriptive design using a 17-question 2-part survey. The first part of the survey includes seven demographic questions pertaining to the participants' characteristics and experiences. The second part of the survey is adapted from the Short Alcohol and Alcohol Problems Perception Questionnaire (SAAPPQ), a valid and reliable instrument used to assess healthcare providers' attitudes toward working with alcohol-abusing patients. Results: Eighty four medical-surgical nurses participated in the study. Over half reported having four hours or less of continuing education on alcohol abuse disorder. Regression analyses identified positive relationships between factors, particularly continuing education, on perceptions of alcohol-abusing patients. Conclusions/Implications: Results of this study can be used to determine what factors contribute to nurses' perceptions of alcohol-abusing patients in the medical-surgical unit, therefore aiding in identifying and developing effective policies, protocols, and interventions aimed at improving quality of patient care in this specific patient population.
ContributorsScalise, Bailey Nicole (Author) / Hosley, Brenda (Thesis director) / Baumhover, Nancy (Committee member) / Todd, Michael (Committee member) / Arizona State University. College of Nursing & Healthcare Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Abstract My documentary is about the concussion detection study with Arizona State Football, Translational Genomics Research Institute (TGen), Riddell and the Barrow Neurological Institute. Football players voluntarily participate in the study that aims to identify a biomarker released from the brain to identify if a player has suffered from a

Abstract My documentary is about the concussion detection study with Arizona State Football, Translational Genomics Research Institute (TGen), Riddell and the Barrow Neurological Institute. Football players voluntarily participate in the study that aims to identify a biomarker released from the brain to identify if a player has suffered from a concussion. The study uses blood, urine and saliva samples, along with head impact data from Riddell's Sideline Response System. The study is also focusing on the impact of sub-concussive hits and the effects. According to the Barrow Neurological Institute, 84% of respondents believe concussions are "a serious medical condition," and a third of Valley parents will not let their children play football. I interviewed an ASU football player who participated in the study and found out about his experiences with concussions. The severity of concussions has received a lot of attention in recent years, and this study hopes to mitigate concussions symptoms and the fear of concussions. According to the 2015 NFL Health and Safety Report, since 2012 the NFL reported concussions were down by 35%. I interviewed the TGen leaders of the study and the neurologist at the Barrow Concussion and Brain Injury center involved in the study to find out how they plan to find a biomarker and use it to develop an objective way to diagnose concussions. An example of a possible objective test is a mouthguard that changes from clear to blue after a player sustained a hit that resulted in a concussion. The 2015-2016 ASU football season marked the study's third year of research. At the time of my documentary, the study had no timeline to release data.
ContributorsSeki, Katryna Marie (Author) / Lodato, Mark (Thesis director) / Kurland, Brett (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Each year, a select few minor league baseball players are chosen to attend the Arizona Fall League, a development league within Major League Baseball that hones the next generation of players, coaches, managers, and even umpires. These players make up the top talent currently in the minor leagues from each

Each year, a select few minor league baseball players are chosen to attend the Arizona Fall League, a development league within Major League Baseball that hones the next generation of players, coaches, managers, and even umpires. These players make up the top talent currently in the minor leagues from each of Major League Baseball's 30 organizations. Of the thousands in the minors, just seven players from each organization can go to this extra six-week season, and learn to play alongside the best future talent the sport has to offer. On Deck: Inside the Arizona Fall League is a short documentary that looks at some of these players, as they continue their baseball journey that they hope leads them one day to the Majors. The documentary can be viewed online at https://youtu.be/jkggYiDtn14 or nicolesheraefox.com
ContributorsFox, Nicole Sherae (Author) / Lodato, Mark (Thesis director) / Kurland, Brett (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.
ContributorsLax, Amelia Ann Riedel (Author) / Dove-Viebahn, Aviva (Thesis director) / Wetzel, Jon (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05