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Education of any skill based subject, such as mathematics or language, involves a significant amount of repetition and pratice. According to the National Survey of Student Engagements, students spend on average 17 hours per week reviewing and practicing material previously learned in a classroom, with higher performing students showing a

Education of any skill based subject, such as mathematics or language, involves a significant amount of repetition and pratice. According to the National Survey of Student Engagements, students spend on average 17 hours per week reviewing and practicing material previously learned in a classroom, with higher performing students showing a tendency to spend more time practicing. As such, learning software has emerged in the past several decades focusing on providing a wide range of examples, practice problems, and situations for users to exercise their skills. Notably, math students have benefited from software that procedurally generates a virtually infinite number of practice problems and their corresponding solutions. This allows for instantaneous feedback and automatic generation of tests and quizzes. Of course, this is only possible because software is capable of generating and verifying a virtually endless supply of sample problems across a wide range of topics within mathematics. While English learning software has progressed in a similar manner, it faces a series of hurdles distinctly different from those of mathematics. In particular, there is a wide range of exception cases present in English grammar. Some words have unique spellings for their plural forms, some words have identical spelling for plural forms, and some words are conjugated differently for only one particular tense or person-of-speech. These issues combined make the problem of generating grammatically correct sentences complicated. To compound to this problem, the grammar rules in English are vast, and often depend on the context in which they are used. Verb-tense agreement (e.g. "I eat" vs "he eats"), and conjugation of irregular verbs (e.g. swim -> swam) are common examples. This thesis presents an algorithm designed to randomly generate a virtually infinite number of practice problems for students of English as a second language. This approach differs from other generation approaches by generating based on a context set by educators, so that problems can be generated in the context of what students are currently learning. The algorithm is validated through a study in which over 35 000 sentences generated by the algorithm are verified by multiple grammar checking algorithms, and a subset of the sentences are validated against 3 education standards by a subject matter expert in the field. The study found that this approach has a significantly reduced grammar error ratio compared to other generation algorithms, and shows potential where context specification is concerned.
ContributorsMoore, Zachary Christian (Author) / Amresh, Ashish (Thesis director) / Nelson, Brian (Committee member) / Software Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description

The concept of Nature Made Candles was to “educate candle lovers on the importance of knowing what is in the candle. Everyone should know what they are inhaling...no matter how nice (or not) it smells. Earth needed a candle for enjoying scents and sights without hindering health, so we made

The concept of Nature Made Candles was to “educate candle lovers on the importance of knowing what is in the candle. Everyone should know what they are inhaling...no matter how nice (or not) it smells. Earth needed a candle for enjoying scents and sights without hindering health, so we made one.” The objective evolved into educating the student population of Arizona State University (ASU) about what ingredients go into commercial candles, with a particular focus on the wax and scent, as well as giving students a free candle that emulated the holistic ingredients they were educated on. This project was designed to be a quality improvement and health promotion project with an emphasis on the ASU student population. The purpose of the project was to find a type of candle that was friendly to the lungs of all individuals who wanted candles in their household.

ContributorsMuenchen, Cassandra (Co-author) / Waterman, Grace (Co-author) / Jaurigue, Lisa (Thesis director) / Kenny, Katherine (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.

ContributorsBeaman, Abigail Marie (Author) / Chen, Angela Chia-Chen (Thesis director) / Amresh, Ashish (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
A Conversation on Stuttering is a documentary film that is aimed at raising awareness about stuttering. Still not fully understood by modern research, stuttering (stammering in the UK) is a diagnosis often accompanied by years of ridicule, shame, and misconceptions. We set out to interview people who stutter, researchers, and

A Conversation on Stuttering is a documentary film that is aimed at raising awareness about stuttering. Still not fully understood by modern research, stuttering (stammering in the UK) is a diagnosis often accompanied by years of ridicule, shame, and misconceptions. We set out to interview people who stutter, researchers, and clinicians alike to gain insight into the impact stuttering can have. From these genuine, sometimes emotional responses, the film captures flowing conversations on a range of experiences had by our interviewees. Through these responses, we hope to open further dialogue about the themes of identity, understanding our differences, and perspectives that can make a more accepting world.
ContributorsLedezma, Jesus (Author) / Ramos, George (Co-author) / Schatzki, Myra (Thesis director) / Sundt, Eric (Committee member) / Barrett, The Honors College (Contributor) / The Sidney Poitier New American Film School (Contributor) / Edson College of Nursing and Health Innovation (Contributor)
Created2022-05
Description
PURPOSE: The purpose of the study was to examine recent nursing textbooks’ portrayal of gender, weight, and diagnosis in eating disorder exemplars, and compare the textbook presentation to prevalence rates as published within the textbooks themselves.

CONTEXT: Eating disorders are often portrayed as afflicting underweight women with a diagnosis of anorexia

PURPOSE: The purpose of the study was to examine recent nursing textbooks’ portrayal of gender, weight, and diagnosis in eating disorder exemplars, and compare the textbook presentation to prevalence rates as published within the textbooks themselves.

CONTEXT: Eating disorders are often portrayed as afflicting underweight women with a diagnosis of anorexia nervosa. Demographics of people outside this stereotype face health disparities in illness recognition and treatment. Passive exposure to information on eating disorders can reduce stereotypical beliefs among nursing students, which has the potential to improve patient care.

METHOD: Case studies, practice questions, vignettes, and care plans from eight psychiatric nursing textbooks were analyzed for portrayal of the three research variables.

DATA and RESULTS: Men were not significantly underrepresented in the exemplars. Transgender clients, clients of normal or overweight status, and clients with diagnoses other than anorexia nervosa were significantly underrepresented from eating disorder exemplars.

CONCLUSION: Textbooks should be adjusted to include more exemplars from underrepresented demographics of clients with eating disorders.
ContributorsDavid, Teresa C (Author) / Brian, Jennifer (Thesis director) / Kniskern, Megan (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.

ContributorsGin, Taylor (Author) / McCarthy, Alexandra (Co-author) / Berisha, Visar (Thesis director) / Baumann, Alicia (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2022-05
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Description

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.

ContributorsMcCarthy, Alexandra (Author) / Gin, Taylor (Co-author) / Berisha, Visar (Thesis director) / Baumann, Alicia (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2022-05