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This project produced a dual-medium (traditional screen & virtual reality) virtual environment of Barnhardt Canyon, in Payson, Arizona. The project showcases two different approaches to developing a virtual environment with both being centered by 360 degree content. The virtual environment allows a user to explore the area in a much

This project produced a dual-medium (traditional screen & virtual reality) virtual environment of Barnhardt Canyon, in Payson, Arizona. The project showcases two different approaches to developing a virtual environment with both being centered by 360 degree content. The virtual environment allows a user to explore the area in a much more immersive way than offered by traditional media. Future uses of the project could include research on the educational efficacy of virtual reality content, or the project could be used as a teaching tool in geoscience classes.
ContributorsRuberto, James Richard (Author) / Semken, Steven (Thesis director) / Reynolds, Stephen (Committee member) / Proctor, Sian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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A Skunkworks project is the name given to a small team of individuals leading an innovative undertaking, and conducting research and development outside of the normal scope of an organization. With this concept in mind, our team of six individuals was tasked with finding and conceptualizing innovative solutions within varying

A Skunkworks project is the name given to a small team of individuals leading an innovative undertaking, and conducting research and development outside of the normal scope of an organization. With this concept in mind, our team of six individuals was tasked with finding and conceptualizing innovative solutions within varying business markets of interest. Our team started off with five markets that we identified issues in and were passionate about solving. These included Sports Engagement, Education, Student Debt, Digital Literacy, and Viral Health. From extensive research, trial and error, and endless conversations we settled on creating business models in two final areas: Student Debt and Viral Health. Our research in Student Debt led us to the discovery that the average Arizona State student, takes out $21,237 in loans for their four year degree and in the whole state of Arizona, a student takes on an average of $22,253. Our solution to this problem was to create a student financial app that served as an efficient debt tracker that provided important information about finances, investing, and student loan information. Additionally, our team also wanted the address the issue of sexually transmitted diseases, just a small scope of Viral Health, within Arizona State University. Our research led us to discover that 50% of people report not getting tested, and from this population most reported it was due to anxiety and financial issues. From our research the StayInformed app was created to provide students with better accessibility to both at-home and clinic testing services, and updated education on sexual health. With this project model we hope to increase the rate of students testing and allow students more agency over their sexual health. Although these two services are addressing very different markets, they both utilize forward thinking technology to create much needed solutions and better the lives of students.

ContributorsVanstrom, Zakyre (Author) / Ward, Hayley (Co-author) / Burry, Grace (Co-author) / Hart, Karsten (Co-author) / Mundy, Jacqueline (Co-author) / Schwingendorf, Jordan (Co-author) / Byrne, Jared (Thesis director) / O’Keefe, Kelly (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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Description

Augmented Reality (AR) especially when used with mobile devices enables the creation of applications that can help students in chemistry learn anything from basic to more advanced concepts. In Chemistry specifically, the 3D representation of molecules and chemical structures is of vital importance to students and yet when printed in

Augmented Reality (AR) especially when used with mobile devices enables the creation of applications that can help students in chemistry learn anything from basic to more advanced concepts. In Chemistry specifically, the 3D representation of molecules and chemical structures is of vital importance to students and yet when printed in 2D as on textbooks and lecture notes it can be quite hard to understand those vital 3D concepts. ARsome Chemistry is an app that aims to utilize AR to display complex and simple molecules in 3D to actively teach students these concepts through quizzes and other features. The ARsome chemistry app uses image target recognition to allow students to hand-draw or print line angle structures or chemical formulas of molecules and then scan those targets to get 3D representation of molecules. Students can use their fingers and the touch screen to zoom, rotate, and highlight different portions of the molecule to gain a better understanding of the molecule's 3D structure. The ARsome chemistry app also features the ability to utilize image recognition to allow students to quiz themselves on drawing line-angle structures and show it to the camera for the app to check their work. The ARsome chemistry app is an accessible and cost-effective study aid platform for students for on demand, interactive, 3D representations of complex molecules.

ContributorsEvans, Brandon (Author) / LiKamWa, Robert (Thesis director) / Johnson, Mina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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Description

Machine learning is a rapidly growing field, with no doubt in part due to its countless applications to other fields, including pedagogy and the creation of computer-aided tutoring systems. To extend the functionality of FACT, an automated teaching assistant, we want to predict, using metadata produced by student activity, whether

Machine learning is a rapidly growing field, with no doubt in part due to its countless applications to other fields, including pedagogy and the creation of computer-aided tutoring systems. To extend the functionality of FACT, an automated teaching assistant, we want to predict, using metadata produced by student activity, whether a student is capable of fixing their own mistakes. Logs were collected from previous FACT trials with middle school math teachers and students. The data was converted to time series sequences for deep learning, and ordinary features were extracted for statistical machine learning. Ultimately, deep learning models attained an accuracy of 60%, while tree-based methods attained an accuracy of 65%, showing that some correlation, although small, exists between how a student fixes their mistakes and whether their correction is correct.

ContributorsZhou, David (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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Description
The Founders lab is a year-long program that gives its students an opportunity to participate in a unique team-based, experiential Barrett honors thesis project to design and apply marketing and sales strategies, as well as business and financial models to create and launch a new business. Initially, our team focused

The Founders lab is a year-long program that gives its students an opportunity to participate in a unique team-based, experiential Barrett honors thesis project to design and apply marketing and sales strategies, as well as business and financial models to create and launch a new business. Initially, our team focused on creating a product that would provide those who have received basic genetic testing from services such as 23andMe with nutrition, exercise, and health/wellness educational resources. Over time, we transitioned our focus to creating a community forum that would also provide those resources to people who had not received basic genetic testing, but were still interested in accessing educational resources about the specific conditions that basic genetic testing services provide reports for. To accomplish this, we have produced a website that allows users to post content and interact with each other.
ContributorsUmana Fleck, David (Author) / Chapman, Isabella (Co-author) / Niu, Hardy (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
This project was a look into how a child's education can be strengthened using not only gamification, but also with a more inclusive curriculum to better include and represent students of all backgrounds. Five games were created using Unity, a free game development software, and with regard to the following

This project was a look into how a child's education can be strengthened using not only gamification, but also with a more inclusive curriculum to better include and represent students of all backgrounds. Five games were created using Unity, a free game development software, and with regard to the following subjects, reading, math, music, science, and art. When applicable, the games taught about the cultures of Caribbean and African countries, for example, the art history of Jamaica. Testers played through all games and the number of questions missed as well as time spent on each subject were collected.
ContributorsKong, Brenda (Author) / Chavez Echeagaray, Maria Elena (Thesis director) / Flemmings, Tasha (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-12
Description

The education that a student receives in the United States is influenced by an array of factors. One of the main influential factors is the financial resources a school has access to. Additionally, identities such as race, class, and gender all substantially impact the level of education a student has

The education that a student receives in the United States is influenced by an array of factors. One of the main influential factors is the financial resources a school has access to. Additionally, identities such as race, class, and gender all substantially impact the level of education a student has access to. Often students in minority groups, such as Hispanic students, experience additional challenging educational experiences than others. This is due to the intersectionality of their identities impacting their education. Within the Hispanic population, the unique educational experiences of Hispanic females are often disregarded. This paper analyzes the implications of intersectionality on the education of Hispanic females in Arizona. In order to examine this, a qualitative research study involving interviews with Hispanic female college students was done. Interviews consisted of questioning the participants about their K-12 educational experiences in Arizona’s education system, the school factors impacting their education, the familial factors impacting their education, and their college experiences. Key findings show that the educational experiences of Hispanic female students in Arizona are impacted by (a) familial support, (b) the role of Hispanic values/traditional gender roles, (c) a lack of financial resources, (d) an underrepresentation of Hispanic culture, (e) and inadequate college readiness resources. The findings of the study show that the intersectionality of gender and race/ethnicity creates additional disadvantages for the education of Hispanic female students. Furthermore, the results emphasize the need to take intersectionality into account when examining the educational differences that exist in the education system.

ContributorsReyes, Valeria (Author) / Kappes, Janelle (Thesis director) / Bondy, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor) / School of International Letters and Cultures (Contributor) / Department of English (Contributor)
Created2023-05