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- All Subjects: Education
- Creators: Dean, W.P. Carey School of Business
The purpose of this study was to bring new information to the field of education research on<br/>graduation rates and school programming. Research on graduation rates and the effects of school<br/>programs exist, however there is not an abundance of research aimed specifically at Title I high<br/>schools. The goal was to find what school characteristics might impact graduation rates in this<br/>population. The thesis focused on Title I high schools in the Phoenix Union District with a<br/>graduating 2019 class of at least 250 students. This limited the effect of variability (school size,<br/>location, socioeconomic status). To research this topic, school characteristics were selected<br/>including course rigor, mentor programs, and college prep programs, as well as specific schools.<br/>To obtain the information, multiple sources were used including the Arizona Department of<br/>Education website, school websites, and school administrators/staff. The research revealed that<br/>the effect of course rigor, college prep programs, and mentorship on graduation rates in Phoenix<br/>Union High Schools is not apparent. Further research should be conducted into other possible<br/>causes for the gaps in graduation rates between the Title I high schools in this district. Future<br/>research on ELL students and programs in the Phoenix Union district and their effectiveness or<br/>lack thereof is also recommended. The research shows that this large demographic negatively<br/>correlates with the overall graduation rates at the six schools researched.
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.
A deep dive on digital education solutions in the current and post-COVID education industry. Specific attention was given Interactive Flat Panel Display solutions in K-12 and higher education classrooms.
When earning a teaching certification, there is no curriculum when it comes to the treatment of students with a diagnosis as well as how to educate their fellow classmates. Diagnoses affect the process of child development of the diagnosed as well as the friends and family. Children of all different ages have different responses and reactions to the world of health. Looking at a developmental perspective, teachers can properly educate themselves and their students about these diagnoses. To be able to successfully inform students of diagnoses, there must be an overall understanding of how well they are able to acquire the knowledge. According to Jean Piaget, a key researcher in cognitive development, the age of the child correlates with their overall understanding and comprehension. In his theory, he explained how he believed that the environment of an organism affects how it will respond and adapt to the situations at hand. There are four stages that are connected to age, from infancy to adolescence and adulthood. Therefore, this project will focus on school-age children who are in the concrete operational stage. The concrete operational stage is made up of elementary and early adolescents and focuses on intelligence that is demonstrated through logical and precise thinking of concrete ideas (Huitt, W., & Hummel, J, 2003). This type of thinking applies to all parts of the child’s life and informs their behaviors on how to “adapt” to new information. Knowing this information, we will be able to create a curriculum of lectures, informational videos, worksheets and quizzes that can properly assess the student’s and their knowledge of the diagnoses.
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.
Intellectual property (IP) is the lifeblood of the U.S. economy. Despite being an important motivator for innovation, IP laws and IP protections are largely unknown by most individuals outside of the legal field. The purpose of this work is to condense some of the most fundamental concepts in U.S. intellectual property law and describe them in an understandable way for non-lawyers. This thesis covers basic information on U.S. patents, copyrights, trademarks, trade secrets, and the ways in which they impact both science and society. Additionally, this thesis discusses the need for better IP education and presents a solution to this problem in the form of a partly completed draft for an educational book. The book itself is meant to illustrate how the research of this thesis can be utilized in introductory educational materials while also demonstrating the potential for presenting IP law concepts in a fun and visual way.