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Analyzing Interdisciplinary Competence at ASU

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

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.

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Created

Date Created
2019-05

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Prototyping a Mobile Application for Undergraduate Computer Science Education

Description

In modern society, computer science (CS) professionals are necessary in the workforce. A growing number of fields and disciplines require the analytical and programming skills that come from a CS education. Despite the growing demand for programmers, the dropout rate

In modern society, computer science (CS) professionals are necessary in the workforce. A growing number of fields and disciplines require the analytical and programming skills that come from a CS education. Despite the growing demand for programmers, the dropout rate within undergraduate CS programs remains high. In an effort to improve retention and make CS more accessible, I prototyped a mobile application that will help students through the principal deterrents that students face in their undergraduate years. Utilizing survey responses from 51 peers I determined the core courses and concepts within the CS curriculum that provoked the most concern to select the topics covered in the mobile application. The results show that the major barrier courses are CSE 310: Data Structures and Algorithms, CSE 340: Principles of Programming Languages, and CSE 355: Introduction to Theoretical Computer Science. Also using interviews and market research, I went through an iterative design process until I arrived at my final prototype that provides users a visual timeline of their program, examples for each individual topic, the ability to interact with other users, and create quizzes covering content they learned. This prototype is intended to lead to a fully developed application that will prepare and encourage students to further their professional careers in CS.

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Agent

Created

Date Created
2018-05

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Developing a Node Graph Tool: Pattern Recognition Through Sound

Description

Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular,

Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular, accessible node graphs tend to use speech to describe the transitions between nodes. While the speech is easy to understand, readers can be overwhelmed by too much speech and may not be able to discern any structural patterns which occur in the graphs. Considering these limitations, this research seeks to find ways to better present transitions in node graphs.

This study aims to gain knowledge on how sequence patterns in node graphs can be perceived through speech and nonspeech audio. Users listened to short audio clips describing a sequence of transitions occurring in a node graph. User study results were evaluated based on accuracy and user feedback. Five common techniques were identified through the study, and the results will be used to help design a node graph tool to improve accessibility of node graph creation and exploration for individuals that are blind or visually impaired.

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Agent

Created

Date Created
2019-12

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Web-Based Classroom Tool for Beginner Java Classes

Description

Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students

Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students at an individual level and provide the personal attention each student needs. This project aims to provide professors with a tool to quickly respond to the current understanding of the students. This web-based application gives professors the control to quickly ask Java programming questions, and the ability to see the aggregate data on how many of the students have successfully completed the assigned questions. With this system, the students are provided with extra programming practice in a controlled environment, and if there is an error in their program, the system will provide feedback describing what the error means and what steps the student can take to fix it.

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Agent

Created

Date Created
2017-05

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Virtual Reality Drum Training System

Description

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.

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Created

Date Created
2017-12

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Study of Hackathons through Desert Hacks

Description

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level;

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.

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Agent

Created

Date Created
2017-12

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Exploring Computational Thinking in 9-12 Education: Developing a Computer Science Curriculum for Bioscience High School

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

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.

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Agent

Created

Date Created
2016-05

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CourseKarma: Online Community of Student Collaboration

Description

CourseKarma is a web application that engages students in their own learning through peer-driven social networking. The influence of technology on students is advancing faster than the school system, and a major gap still lingers between traditional learning techniques and

CourseKarma is a web application that engages students in their own learning through peer-driven social networking. The influence of technology on students is advancing faster than the school system, and a major gap still lingers between traditional learning techniques and the fast-paced, online culture of today's generation. CourseKarma enriches the educational experience of today's student by creating a space for collaborative inquiry as well as illuminating the opportunities of self and group learning through online collaboration. The features of CourseKarma foster this student-driven environment. The main focus is on a news-feed and Question and Answer component that provides a space for students to share instant updates as well ask and answer questions of the community. The community can be as broad as the entire ASU student body, as specific as students in BIO155, or even more targeted via specific subjects and or skills. CourseKarma also provides reputation points, which are the sum of all of their votes received, identifying the individual's level and or ranking in each subject or class. This not only gamifies the usual day-to-day learning environment, but it also provides an in-depth analysis of the individual's skills, accomplishments, and knowledge. The community is also able to input and utilize course and professor descriptions/feedback. This will be in a review format providing the students an opportunity to share and give feedback on their experience as well as providing incoming students the opportunity to be prepared for their future classes. All of the student's contributions and collaborative activity within CourseKarma is displayed on their personal profile creating a timeline of their academic achievements. The application was created using modern web programming technologies such as AngualrJS, Javascript, jQuery, Bootstrap, HTML5, CSS3 for the styling and front-end development, Mustache.js for client side templating, and Firebase AngularFire as the back-end and NoSQL database. Other technologies such as Pivitol Tracker was used for project management and user story generation, as well as, Github for version control management and repository creation. Object-oreinted programming concepts were heavily present in the creation of the various data structures, as well as, a voting algorithm was used to manage voting of specific posts. Down the road, CourseKarma could even be a necessary add-on within LinkedIn or Facebook that provides a quick yet extremely in-depth look at an individuals' education, skills, and potential to learn \u2014 based all on their actual contribution to their academic community rather than just a text they wrote up.

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Agent

Created

Date Created
2015-05

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Genie: A Population Genetics Simulation Built with JavaScript

Description

The modern web presents an opportunity for educators and researchers to create tools that are highly accessible. Because of the near-ubiquity of modern web browsers, developers who hope to create educational and analytical tools can reach a large au- dience

The modern web presents an opportunity for educators and researchers to create tools that are highly accessible. Because of the near-ubiquity of modern web browsers, developers who hope to create educational and analytical tools can reach a large au- dience by creating web applications. Using JavaScript, HTML, and other modern web development technologies, Genie was developed as a simulator to help educators in biology, genetics, and evolution classrooms teach their students about population genetics. Because Genie was designed for the modern web, it is highly accessible to both educators and students, who can access the web application using any modern web browser on virtually any device. Genie demonstrates the efficacy of web devel- opment technologies for demonstrating and simulating complex processes, and it will be a unique educational tool for educators who teach population genetics.

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Agent

Created

Date Created
2015-05

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YES: Youth Empowerment for Success the development of a program for Indigenous Youth

Description

By looking at the history and the current state of educational affairs in Indian Country there is an identifiable need to encourage Indigenous students to succeed. Theories involving decolonization, sovereignty rights, and the Indigenous pedagogy are essential to properly empower

By looking at the history and the current state of educational affairs in Indian Country there is an identifiable need to encourage Indigenous students to succeed. Theories involving decolonization, sovereignty rights, and the Indigenous pedagogy are essential to properly empower Indigenous youth. Research involved analyzing four previously implemented programs in Indigenous communities around the world which focused on education, culture, and decolonization. Data was collected through interviews and surveys from undergraduate and graduate students attending Arizona State University. From the information gathered a program is suggested which focuses on teaching Indigenous youth research methods and implementing a program within their community. The suggested program derives ideas from the aforementioned analyzed programs and cultural values in the Diné community.

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Agent

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Date Created
2014-05