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Description
37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In past literature, automobile crash data is analyzed using time-series prediction

37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In past literature, automobile crash data is analyzed using time-series prediction technicques to identify road segments and/or intersections likely to experience future crashes (Lord & Mannering, 2010). After dangerous zones have been identified road modifications can be implemented improving public safety. This project introduces a historical safety metric for evaluating the relative danger of roads in a road network. The historical safety metric can be used to update routing choices of individual drivers improving public safety by avoiding historically more dangerous routes. The metric is constructed using crash frequency, severity, location and traffic information. An analysis of publically-available crash and traffic data in Allgeheny County, Pennsylvania is used to generate the historical safety metric for a specific road network. Methods for evaluating routes based on the presented historical safety metric are included using the Mann Whitney U Test to evaluate the significance of routing decisions. The evaluation method presented requires routes have at least 20 crashes to be compared with significance testing. The safety of the road network is visualized using a heatmap to present distribution of the metric throughout Allgeheny County.
ContributorsGupta, Ariel Meron (Author) / Bansal, Ajay (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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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
Description
There exists extensive research on the use of twisty puzzles, such as the Rubik's Cube, in educational contexts to assist in developing critical thinking skills and in teaching abstract concepts, such as group theory. However, the existing research does not consider the use of twisty puzzles in developing language proficiency.

There exists extensive research on the use of twisty puzzles, such as the Rubik's Cube, in educational contexts to assist in developing critical thinking skills and in teaching abstract concepts, such as group theory. However, the existing research does not consider the use of twisty puzzles in developing language proficiency. Furthermore, there remain methodological issues in integrating standard twisty puzzles into a class curriculum due to the ease with which erroneous cube twists occur, leading to a puzzle scramble that deviates from the intended teaching goal. To address these issues, an extensive examination of the "smart cube" market took place in order to determine whether a device that virtualizes twisty puzzles while maintaining the intuitive tactility of manipulating such puzzles can be employed both to fill the language education void and to mitigate the potential frustration experienced by students who unintentionally scramble a puzzle due to executing the wrong moves. This examination revealed the presence of Bluetooth smart cubes, which are capable of interfacing with a companion web or mobile application that visualizes and reacts to puzzle manipulations. This examination also revealed the presence of a device called the WOWCube, which is a 2x2x2 smart cube entertainment system that has 24 Liquid Crystal Display (LCD) screens, one for each face's square, enabling better integration of the application with the puzzle hardware. Developing applications both for the Bluetooth smart cube using React Native and for the WOWCube demonstrated the higher feasibility of developing with the WOWCube due to its streamlined development kit as well as its ability to tie the application to the device hardware, enhancing the tactile immersion of the players with the application itself. Using the WOWCube, a word puzzle game featuring three game modes was implemented to assist in teaching players English vocabulary. Due to its incorporation of features that enable dynamic puzzle generation and resetting, players who participated in a user survey found that the game was compelling and that it exercised their critical thinking skills. This demonstrates the feasibility of smart cube applications in both critical thinking and language skills.
ContributorsHreshchyshyn, Jacob (Author) / Bansal, Ajay (Thesis advisor) / Mehlhase, Alexandra (Committee member) / Baron, Tyler (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Feedback represents a vital component of the learning process and is especially important for Computer Science students. With class sizes that are often large, it can be challenging to provide individualized feedback to students. Consistent, constructive, supportive feedback through a tutoring companion can scaffold the learning process for students.

This work

Feedback represents a vital component of the learning process and is especially important for Computer Science students. With class sizes that are often large, it can be challenging to provide individualized feedback to students. Consistent, constructive, supportive feedback through a tutoring companion can scaffold the learning process for students.

This work contributes to the construction of a tutoring companion designed to provide this feedback to students. It aims to bridge the gap between the messages the compiler delivers, and the support required for a novice student to understand the problem and fix their code. Particularly, it provides support for students learning about recursion in a beginning university Java programming course. Besides also providing affective support, a tutoring companion could be more effective when it is embedded into the environment that the student is already using, instead of an additional tool for the student to learn. The proposed Tutoring Companion is embedded into the Eclipse Integrated Development Environment (IDE).

This thesis focuses on the reasoning model for the Tutoring Companion and is developed using the techniques of a neural network. While a student uses the IDE, the Tutoring Companion collects 16 data points, including the presence of certain key words, cyclomatic complexity, and error messages from the compiler, every time it detects an event, such as a run attempt, debug attempt, or a request for help, in the IDE. This data is used as inputs to the neural network. The neural network produces a correlating single output code for the feedback to be provided to the student, which is displayed in the IDE.

The effectiveness of the approach is examined among 38 Computer Science students who solve a programming assignment while the Tutoring Companion assists them. Data is collected from these interactions, including all inputs and outputs for the neural network, and students are surveyed regarding their experience. Results suggest that students feel supported while working with the Companion and promising potential for using a neural network with an embedded companion in the future. Challenges in developing an embedded companion are discussed, as well as opportunities for future work.
ContributorsDay, Melissa (Author) / Gonzalez-Sanchez, Javier (Thesis advisor) / Bansal, Ajay (Committee member) / Mehlhase, Alexandra (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing

Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics, it consumes a lot of time and money. Being able to re-use the same mechanics and assessment for creating games that teach different contents would lead to a lot of savings in terms of time and money. The Content Agnostic Game Engineering (CAGE) Architecture mitigates the problem by disengaging the content from game mechanics. Moreover, the content assessment in games is often quite explicit in the way that it disturbs the flow of the players and thus hampers the learning process, as it is not integrated into the game flow. Stealth assessment helps to alleviate this problem by keeping the player engagement intact while assessing them at the same time. Integrating stealth assessment into the CAGE framework in a content-agnostic way will increase its usability and further decrease in game and assessment development time and cost. This research presents an evaluation of the learning outcomes in content-agnostic game-based assessment developed using the CAGE framework.
ContributorsVerma, Vipin (Author) / Craig, Scotty D (Thesis advisor) / Bansal, Ajay (Thesis advisor) / Amresh, Ashish (Committee member) / Baron, Tyler (Committee member) / Levy, Roy (Committee member) / Arizona State University (Publisher)
Created2021
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Description
One persisting problem in Massive Open Online Courses (MOOCs) is the issue of student dropout from these courses. The prediction of student dropout from MOOC courses can identify the factors responsible for such an event and it can further initiate intervention before such an event to increase student success in

One persisting problem in Massive Open Online Courses (MOOCs) is the issue of student dropout from these courses. The prediction of student dropout from MOOC courses can identify the factors responsible for such an event and it can further initiate intervention before such an event to increase student success in MOOC. There are different approaches and various features available for the prediction of student’s dropout in MOOC courses.In this research, the data derived from the self-paced math course ‘College Algebra and Problem Solving’ offered on the MOOC platform Open edX offered by Arizona State University (ASU) from 2016 to 2020 was considered. This research aims to predict the dropout of students from a MOOC course given a set of features engineered from the learning of students in a day. Machine Learning (ML) model used is Random Forest (RF) and this model is evaluated using the validation metrics like accuracy, precision, recall, F1-score, Area Under the Curve (AUC), Receiver Operating Characteristic (ROC) curve. The average rate of student learning progress was found to have more impact than other features. The model developed can predict the dropout or continuation of students on any given day in the MOOC course with an accuracy of 87.5%, AUC of 94.5%, precision of 88%, recall of 87.5%, and F1-score of 87.5% respectively. The contributing features and interactions were explained using Shapely values for the prediction of the model. The features engineered in this research are predictive of student dropout and could be used for similar courses to predict student dropout from the course. This model can also help in making interventions at a critical time to help students succeed in this MOOC course.
ContributorsDominic Ravichandran, Sheran Dass (Author) / Gary, Kevin (Thesis advisor) / Bansal, Ajay (Committee member) / Cunningham, James (Committee member) / Sannier, Adrian (Committee member) / Arizona State University (Publisher)
Created2021
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Description
Machine learning is the process of training a computer with algorithms to learn from data and make informed predictions. In a world where large amounts of data are constantly collected, machine learning is an important tool to analyze this data to find patterns and learn useful information from it. Machine

Machine learning is the process of training a computer with algorithms to learn from data and make informed predictions. In a world where large amounts of data are constantly collected, machine learning is an important tool to analyze this data to find patterns and learn useful information from it. Machine learning applications expand to numerous fields; however, I chose to focus on machine learning with a business perspective for this thesis, specifically e-commerce.

The e-commerce market utilizes information to target customers and drive business. More and more online services have become available, allowing consumers to make purchases and interact with an online system. For example, Amazon is one of the largest Internet-based retail companies. As people shop through this website, Amazon gathers huge amounts of data on its customers from personal information to shopping history to viewing history. After purchasing a product, the customer may leave reviews and give a rating based on their experience. Performing analytics on all of this data can provide insights into making more informed business and marketing decisions that can lead to business growth and also improve the customer experience.
For this thesis, I have trained binary classification models on a publicly available product review dataset from Amazon to predict whether a review has a positive or negative sentiment. The sentiment analysis process includes analyzing and encoding the human language, then extracting the sentiment from the resulting values. In the business world, sentiment analysis provides value by revealing insights into customer opinions and their behaviors. In this thesis, I will explain how to perform a sentiment analysis and analyze several different machine learning models. The algorithms for which I compared the results are KNN, Logistic Regression, Decision Trees, Random Forest, Naïve Bayes, Linear Support Vector Machines, and Support Vector Machines with an RBF kernel.
ContributorsMadaan, Shreya (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05