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The purpose of this study is to examine the social and communicative barriers LGBTQIA+ students face when seeking healthcare at campus health and counseling services at Arizona State University. Social barriers relate to experiences and internalizations of societal stigma experienced by sexual and gender minority individuals as well as the

The purpose of this study is to examine the social and communicative barriers LGBTQIA+ students face when seeking healthcare at campus health and counseling services at Arizona State University. Social barriers relate to experiences and internalizations of societal stigma experienced by sexual and gender minority individuals as well as the anticipation of such events. Communication between patient and provider was assessed as a potential barrier with respect to perceived provider LGBTQIA+ competency. This study applies the minority stress model, considering experiences of everyday stigma and minority stress as a predictor of healthcare utilization among sexual and gender minority students. The findings suggest a small but substantial correlation between minority stress and healthcare use with 23.7% of respondents delaying or not receiving one or more types of care due to fear of stigma or discrimination. Additionally, communication findings indicate a lack of standardization of LGBTQIA+ competent care with experiences varying greatly between respondents.

ContributorsZahn, Jennica (Author) / Davis, Olga (Thesis director) / LeMaster, Benny (Committee member) / Watts College of Public Service & Community Solut (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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In response to the modern discussion of secondary education reform, a design is proposed for a decentralized high school composed of hybridized learning centers which respond to a pedagogy of Resource Based Learning and appropriate the Valley Metro Light Rail Line as the site network. In pursuit of symbiotic public/private

In response to the modern discussion of secondary education reform, a design is proposed for a decentralized high school composed of hybridized learning centers which respond to a pedagogy of Resource Based Learning and appropriate the Valley Metro Light Rail Line as the site network. In pursuit of symbiotic public/private relationships, the project offers a broad avenue of access to a diverse array of students and resources. The working design ultimately visualizes a radical potential for the classroom of the 21st century.
ContributorsLufkin, Angela Marie (Author) / Horton, Phil (Thesis director) / Hejduk, Renata (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers

This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers can follow the creatures of this story-driven program as they learn the importance of digital literacy in the 21st century.
ContributorsRaiton, Joseph Michael (Author) / Fehler, Michelle (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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An exploration of how architecture can react to American hyper-consumption of clothing products. With the goal to raise public awareness and create systemic, sustainable change in the fashion industry, this project synthesizes each part of manufacturing, including production, consumption, and post consumption, into one local campus. By bringing manufacturing back

An exploration of how architecture can react to American hyper-consumption of clothing products. With the goal to raise public awareness and create systemic, sustainable change in the fashion industry, this project synthesizes each part of manufacturing, including production, consumption, and post consumption, into one local campus. By bringing manufacturing back into the daily rhythms of an urban context and combining a prototypical mix of fashion related programs, ethically minded consumers are formed.

ContributorsMarshall, Jordan (Author) / Murff, Warren (Thesis director) / Smith, Brie (Committee member) / Hejduk, Renata (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

When we examine the word “dignity” regarding the built environment, we must look at how the building creates a sense of respect and honor. Buildings placed into communities without thoughtful consideration in how they will make occupants feel is undignified design. Design decisions that place the form of a building

When we examine the word “dignity” regarding the built environment, we must look at how the building creates a sense of respect and honor. Buildings placed into communities without thoughtful consideration in how they will make occupants feel is undignified design. Design decisions that place the form of a building over its function allows aesthetics to become the primary criteria for judgement. When it comes to well-designed spaces, they should not just be a matter of aesthetics since they can shape our ideas about who we are and what we deserve. We need design that addresses the inhabitants needs, enhancing their overall experience. This is dignified design. We can ensure good design is a fundamental right by understanding the impact that the education system has on architects, and on shaping design to meet people’s needs. In this paper, I will address how a shift in the Architectural Education system could lead to more dignified design

ContributorsWilson, Mckenzi Lucille (Co-author) / N/A, N/A (Co-author) / Spellman, Catherine (Thesis director) / Rico Mesa, Juan Felipe (Committee member) / Valderrama, Ana (Committee member) / School of Sustainable Engineering & Built Envirnmt (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Project Based Learning is a teaching strategy that engages students in content skills through real life questions that are aimed to drive students to explore possible solutions. The question is used as a driving force for all of their learning for that particular unit or question. This gives students concrete

Project Based Learning is a teaching strategy that engages students in content skills through real life questions that are aimed to drive students to explore possible solutions. The question is used as a driving force for all of their learning for that particular unit or question. This gives students concrete and engaging examples of how the content they are learning can relate to real life problems. All of the content is still aligned to grade level standards to insure that students are learning academic content. Project Based Learning can benefit students in a variety of different ways. Projects create a sense of meaning for students. They show students that their learning is all building towards a common and tangible goal. Projects also teach students invaluable cooperation skills. The development of these skills is crucial to support students in college and career readiness. Project Based Learning has been proven to work by increasing student learning and motivation. The projects are exciting and include many different concepts that students may not be familiar with from a traditional classroom setting. This can include but is not limited to creating a model, defending your ideas through discussion, presenting ideas to your community and much more. These methods of showing knowledge are not always incorporated into traditional classrooms, but are an essential aspect of Project Based Learning.
ContributorsDick, Jordan Jamison (Author) / Greenhow, Tracy (Thesis director) / Hart Barnett, Juliet (Committee member) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
“STEAM = Science & Technology interpreted through
Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015).
“The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well.

“STEAM = Science & Technology interpreted through
Engineering & the Arts, all based in Mathematical elements” (STEAM edu, 2015).
“The latest round of international standardized test results showed American students are lagging behind the rest of the developed world not just in math, science and reading, but in problem solving as well. The 2012 Program for International Student Assessment (PISA) test examined 44 countries’ students’ problem-solving abilities — American students landed just above the average, but they still scored below many other developed countries, including Britain, Singapore, Korea, Japan, China and Canada” (Bertram, 2015).
Lack of quality education, busy households, and limited time and money can all be factors of why children are not academically supported. What would it look like if children had access to a tool that helped them catch up if they fall behind? A tool that empowers children to solve academic and real-world world problems will help strengthen different cognitive and behavioral skills as well as create a more personalized educational experience, inside the classroom and out. This tool can be applied to the way we look at our formal academic education to help build new, creative problem solving strategies that are tailored to each student’s preferred ways of learning.

Proposed Research

My research is driven by the following question:

How do we create a tool for students that will help them maneuver busy and over-populated classrooms to help them learn better?

I am interested in studying the ways in which children in the age range of 11-14 play, specifically through video gaming, and using this influence to promote learning. By using children’s gaming interests to inspire education, they will be more inclined to participate in learning activities in the classroom. By exploring and observing how children problem solve in gaming, I will be able to pull techniques and methods from play in order to enhance critical learning. This project will begin in mid-May, and will continue after my thesis defense when I take this project into the workforce and am applying for jobs.
Methods
I will be taking a mixed methods approach to my research by using a combination of:
Qualitative methods: Observational data will be collected in many ways including but not limited to sketches, photography, writing, and film. After gathering base-level observational data I plan to use this, as well as my prototypes from the early phases of my product’s life to create a study to better understand users’ preferences with my product. This will include different colors, ergonomic shapes, part lines, and more to allow for a large range of feedback.
Surveys and interviews: I wish to interview and survey policymakers, educators, students, and other stakeholders invested in education to better understand their needs, in order to ensure that my product is feasible in the eyes of policymakers. It is important that my specific product not only serve as a tool for students, but also for teachers to learn as well. Making this product as something practical and scalable is important in terms of feasibility.
Thematic groups: Observing user groups interacting with my product/project will help me adjust to my general end goals.

Actionable Insights

After gathering data from interviews, surveys, observations, and product feedback, I plan to analyze this data and make sufficient changes to my project in order to better serve the community in which I am trying to benefit. Doing this will help my project be more effective and impactful.

Limitations will depend on rules on photography and interviewing. The timeline of the analysis of the data collected will be similar to the timeline provided for the senior studio class for traditional industrial design students.
Expected Outcomes
The proposed research will strengthen my design skills and expand my knowledge as a design student interested in the user experience, wellbeing, access to arts education, and much more. I will have a final outcome of a physical product that will be used as an initiative to help children studying STEM subjects to find new, creative, and different ways of solving problems.
Timeline
As I will be doing this project in congruency with my senior industrial design studio, my schedule has been roughly predetermined.
April-August
Literature review and preliminary research will be taken care of during this part of my thesis project. I will also be contacting people I would like to see be involved in this project during this time.
August-December
Research
1. Exploration
a. Assign01: Mind map + Visit the world
b. Assign02: Observations + Interviews
2. Making sense of the data + Concepts
a. Assign03: POG + Ideation
b. Assign04: Concept Evaluation + Selection
c. Partner School Determined
3. Concept Direction + Customer Validation + Research Summary
a. Assign05: Hard device and Screen Mock-ups + Customer Feedback
b. Assign06: Mid-term presentation of research + Life-Cycle
Design
1. Form Development + Drivers
a. Assign07: Design Language + Out into the World
b. Assign08: Product Details + Function
c. Wire frames Due
2. Study Models + CAD Model
a. Assign09: Refined 3D Study Model
b. Assign10: CAD Model + Tech Drawings
c. Running Step-Through
3. Design Validation + Refinement
a. Assign11: Persona Check +CMF + Features & Benefits
4. Storyboard Development + Visual Poster
a. Assign12: Storyboard + Life of Product
b. Assign13: Poster + Presentation Outline
c. Assign14: Product Animation
5. Final Presentation
a. Assign15: Process Book
b. Assign16: Public presentation
December-January
This is the time I will use to have my code built out a bit more. I will come back into the next semester with a code that functions in my form that I have decided on.
January-May
This time will be used to run user tests on my product, and make desired changes to it in order to fully iterate and design my concept well and with data-driven desires.
Meetings
I plan to meet with my studio professor, Dosun Shin, once every two weeks to discuss how my project is progressing. My second committee member will be Dean Bacalzo. My committee will be contacted on a monthly basis by way of email with updates on my project’s process. From there I will be able to ask for suggestions and schedule meeting times to further discuss my project.
























References
Educational Ecosystems for Societal Transformation

Why STEM? Success Starts With Critical Thinking, Problem-Solving Skills
https://www.wired.com/insights/2014/06/stem-success-starts-critical-thinking-problem-solving-skills/
Unlocking Creativity: Teaching across the Curriculum

How the Founder of All Girls Code Is Shaking Up STEM in the Middle East
https://www.jnj.com/personal-stories/the-road-to-devex-aya-mouallem-discusses-her-stem-program-for-girls

Case Study: A game for conflict-affected youth to learn and grow
https://blogs.unity3d.com/2018/06/13/case-study-a-game-for-conflict-affected-youth-to-learn-and-grow/

Vice Charter School vs Public School
https://www.theatlantic.com/science/archive/2016/10/the-weak-evidence-behind-brain-training-games/502559/

Think brain games make you smarter? Think again, FSU researchers sayhttp:/
ews.fsu.edu
ews/health-medicine/2017/04/17/think-brain-games-make-smarter-think-fsu-researchers-say/
About STEAM Edu
https://steamedu.com/about-us/
Brain Games Don’t Work
http://fortune.com/2017/07/10/brain-games-research-lumosity/

Pip is a portable gaming device that teaches children to codehttps://www.dezeen.com/2017/12/05/pip-portable-gaming-device-teaches-children-coding-technology/
Latest STEM learning kits for kids combine technology and play doughhttps://www.dezeen.com/2017/06/06/stem-learning-kits-kids-combine-technology-play-dough-universe-tech-will-save-us-design/
3 Ways To Design Toys That Boost Kids’ Creativityhttps://www.fastcodesign.com/1669691/3-ways-to-design-toys-that-boost-kids-creativity
Plobot for STEAM
https://www.behance.net/gallery/45476023/Plobot

Global Education Futures Report
http://futuref.org/educationfutures
Xbox Adaptive Controllerhttps://www.xbox.com/en-US/xbox-one/accessories/controllers/xbox-adaptive-controller
2018 US Video Game Market Predictionshttps://www.npd.com/wps/portal
pd/us/blog/2018/2018-us-video-game-market-predictions/
Kids and Violence in the Media
https://www.parenting.com/article/media-violence-children
YouTubers Talk About Their Favorite Games
https://www.youtube.com/watch?v=D3wFuqzzwdk

https://www.ideo.com/case-study/giving-ed-tech-entrepreneurs-a-window-into-the-classroom
https://www.ideo.com/case-study/for-kids-a-new-tactile-way-to-learn-coding
https://www.youtube.com/watch?v=uwskPyYEH2I&feature=youtu.be
https://www.kerbalspaceprogram.com/en/?page_id=11
ContributorsStrasser, Grace Bailey (Author) / Wilkymacky, Abby (Thesis director) / Shin, Dosun (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
As a member of the National Academy of Engineering’s Grand Challenge Scholars Program (GCSP) and the new Next Generation Service Corps (NGSC), I began this project interested in investigating the benefits and outcomes of these programs on my development throughout my undergraduate experience. Since interdisciplinarity is a core component of

As a member of the National Academy of Engineering’s Grand Challenge Scholars Program (GCSP) and the new Next Generation Service Corps (NGSC), I began this project interested in investigating the benefits and outcomes of these programs on my development throughout my undergraduate experience. Since interdisciplinarity is a core component of both programs, my thesis focused on the development and analysis of a survey to measure the interdisciplinary competence of undergraduate students in various programs and majors throughout ASU. In order to develop the survey items, we adapted questions by Lattuca, et al, which only analyzed the interdisciplinary competence of engineering students. Based on our responses, the quantitative data surfaced some interesting discrepancies between students in engineering and non-engineering majors. Broadly, the data also showed that students in GCSP and NGSC have higher interdisciplinary competence, implying there may be some benefits to both. Additionally, a preliminary theme analysis of the qualitative data seems to demonstrate that students appreciate a wide variety of opportunities to be exposed to disciplines outside of their primary major, and programs such as GCSP and NGSC which highlight interdisciplinarity expose students to opportunities they otherwise wouldn’t have known about. In the future, I would recommend evaluating the impact of students’ motivations for joining each program and examining the possible implications on their interdisciplinary competence. There are other outcomes that weren’t examined as part of this study, so it may also be interesting for future researchers to investigate other components of each program like the impacts of service learning or entrepreneurial experiences.
ContributorsChen, Diana Karen (Author) / Ganesh, Tirupalavanam (Thesis director) / Trowbridge, Amy (Committee member) / Watts College of Public Service & Community Solut (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This project outlines the research-based strategies that teachers can implement into their classrooms to create and improve upon teacher-students relationships. The project begins by examining the positive effects of having strong teacher-student relationships. The thesis then moves to discuss the existing literature on specific strategies that teachers can

This project outlines the research-based strategies that teachers can implement into their classrooms to create and improve upon teacher-students relationships. The project begins by examining the positive effects of having strong teacher-student relationships. The thesis then moves to discuss the existing literature on specific strategies that teachers can implement into their classrooms. This literature is then categorized into six broad categories that summarizes the specific strategies. This information is compiled and portrayed on a website that is shown in the word document. The website serves as both a tool and a collaborative domain for teachers to learn about strategies they can use to build their relationships with their students, as well as share strategies or documents they use in their classroom to form meaningful relationships.
ContributorsMiller, Kayla Camille (Co-author) / Miller, Kayla (Co-author) / Hart Barnett, Juliet (Thesis director) / Farr, Wendy (Committee member) / Division of Teacher Preparation (Contributor) / Watts College of Public Service & Community Solut (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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