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Description
While Italian and American news may look similar from a surface observation, the history and the development of news practices in each respective country is very different. The intent of this research is to dissect the breaking news cycle and point out differences and offer an explanation as to why

While Italian and American news may look similar from a surface observation, the history and the development of news practices in each respective country is very different. The intent of this research is to dissect the breaking news cycle and point out differences and offer an explanation as to why these differences exist. The research for this will be collected using a variety of methods including first-hand observation, interviews and photographs. It will require travel to the four Italian media locations that are being compared as well as historic research to be conducted in order to provide context for the study. What is collected at the various Italian media organizations will be compared with the American news outlets The Arizona Republic and Arizona NBC affiliate, 12 News. The study goals are focused around three main research questions that aim to uncover differences in breaking news practices regarding ethics, the reporting process and promotion using social media. Cultural, historic and physical barriers separate the two countries. Because of this, directly comparing breaking news between the locations will be difficult, thus it is crucial to be able to analyze what data are being gathered in order to uncover patterns and draw conclusions.
Created2014-05
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Description
The rise of Italian in Sicily contrasts with a fierce regional pride that makes it difficult to determine the possible fate of Sicilian. This project focuses on a sociolinguistic analysis of the dialect of Sicilian spoken in and around Catania, Sicily. While there are programs in place to protect the

The rise of Italian in Sicily contrasts with a fierce regional pride that makes it difficult to determine the possible fate of Sicilian. This project focuses on a sociolinguistic analysis of the dialect of Sicilian spoken in and around Catania, Sicily. While there are programs in place to protect the language, the institutionalization of Italian in Sicily may be encroaching on Sicilian's use, especially with younger generations. The lure of the more industrialized North creates a culture of immigration in Sicily, which increasingly rewards the use of Italian. Using information from background research, a survey analyzing sociolinguistic factors and the individual's fluency in and use of Sicilian was created. The data from the survey showed that while understanding of Sicilian was fairly universal among participants, an individual's use and proficiency in Sicilian were most influenced by age and current place of residence (inside or outside Sicily). Younger people tended to know and use Sicilian less, and older participants tended to be more confident in their abilities and to use Sicilian more often. This is slightly complicated by an additional trend among participants currently living outside of Sicily towards a lower level of use and knowledge of Sicilian. All participants placed a significant emphasis on maintaining the ability to speak Sicilian, and on Sicilian language as an integral part of Sicilian culture.
ContributorsScaduto, Leah Christine (Author) / Dal Martello, Chiara (Thesis director) / Adams, Karen (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Politics and Global Studies (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of English (Contributor)
Created2015-05
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DescriptionThe city of Siena is picturesque as an almost perfectly preserved medieval fortress in the heart of Tuscany. But the true beauty stems from its unique, family-oriented culture.
ContributorsPrice, Tea Francesca (Author) / Silcock, Bill (Thesis director) / Dell'Anna, Antonella (Committee member) / Dodge, Nancie (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
My thesis is about media in both Italy and the United States, and how they evolved into the media we consume today. It revolves around my Journalism and Communication major, as well as my Italian minor. I have incorporated both areas of my studies in my thesis; such as the

My thesis is about media in both Italy and the United States, and how they evolved into the media we consume today. It revolves around my Journalism and Communication major, as well as my Italian minor. I have incorporated both areas of my studies in my thesis; such as the differences in two different worlds and how they cover and relay media to their viewers, the way in which media influences children, and how advancements such as social media affect journalism in today's society. Through my research, I was able to show that media exists all around the world but the way it is relayed to it's public changes, and influences its audience. I conducted my research via peer-reviewed articles, journals and accredited academic works as well as personal and anonymous surveys. I used my interviews and surveys to build off of the articles I found to make a firm and strong conclusion. The resources used in my thesis were different professionals who currently work, or worked with a credible and well-know media
ews outlet. I also gathered information from elementary, middle, high-school, and college students. Having a different variety of ages, helped me gage the influence media has on its consumers so that I could draw an accurate conclusion.
Created2014-05
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Description
The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching,

The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching, the concepts of systems thinking, and the importance of systems thinking. I evaluated five different games, following the rubric for whether the five games met the specific criteria laid out in each section and suggested improvements for how the games can meet any criteria that they fell short in. I then evaluated the rubric itself for ease of use, clarity, and effectiveness and suggested improvements on how to make the tool more clear and understandable. I conclude that the tool is indeed useful and does achieve its purpose of helping game designers and developers understand the criteria needed to teach a basic understanding of systems, but the rubric could be improved in order to make it more useable.
ContributorsMorrow, Rachel Elizabeth Kaye (Author) / Hayes, Elisabeth (Thesis director) / Gee, James (Committee member) / Siyahhan, Sinem (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / School of International Letters and Cultures (Contributor)
Created2013-12
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Description
This thesis discusses second language acquisition and the theories behind various teaching methods implemented to facilitate incidental language acquisition as opposed to intellectual language learning. Through observations and data collected in two GER 101 classes at Arizona State University, I will analyze and compare the success of using a traditional

This thesis discusses second language acquisition and the theories behind various teaching methods implemented to facilitate incidental language acquisition as opposed to intellectual language learning. Through observations and data collected in two GER 101 classes at Arizona State University, I will analyze and compare the success of using a traditional lecture that relies on exposition to promote language learning to using a modern interaction strategy that relies on the students communicating in the target language to learn an aspect of German grammar as an acquisition-based method.
ContributorsSielaff, Amalie Rose (Author) / Ghanem, Carla (Thesis director) / Lee, Sara (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-05
Description
The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through,

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in the project, we concluded that the gameplay was engaging enough to keep most users' interest through the educational puzzles, and the potential for expanding this project to reach an even greater audience is vast.
ContributorsNitescu, George (Co-author) / Medawar, Alexandre (Co-author) / Spano, Mark (Thesis director) / LaBelle, Jeffrey (Committee member) / Guiang, Kristoffer (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
Pizza, Pasta, Parmesan, this is Italian cuisine? What is conceived by many to be Italian cuisine and way of life is actually a glamorized and artificial unification of a multitude of different regional sub-cultures. The aim of my project was to provide a means through which other students can come

Pizza, Pasta, Parmesan, this is Italian cuisine? What is conceived by many to be Italian cuisine and way of life is actually a glamorized and artificial unification of a multitude of different regional sub-cultures. The aim of my project was to provide a means through which other students can come to understand the diversity and complexities that make up the Italian culture and cuisine. The way in which this is to be accomplished was through the creation of a syllabus for a course here at ASU. The project aims to encourage students to think critically about the Italian lifestyle and how food and culture are interrelated. It is imperative that stereotypes surrounding the Italian culture are broken down and for the culture to be understood through a new lens. The manner through which Italian culture is examined rests upon the culture's impact on cuisine and the cuisine's impact on the culture. Italy's connections to the Mediterranean are explored through the cultural impacts of exchange and the scientific evidence behind the Mediterranean Diet. It is critical to consider cuisine when attempting to understand the history and culture of a location. Prezzolini's quote, "what is the glory of Dante compared to spaghetti?" was the starting point to which the questions surrounding the importance of cuisine were considered. One of the most important goals was to foster self-reflection and growth. As many of the texts challenge the preconceptions that most American maintain about Italian society, it is imperative that students reflect upon their own cultures and biases. For a course to have a meaningful impact upon the students the students must take something away from the course. The method of analysis was an analysis of the texts given the goals of the syllabus expressed through the learning outcomes. I concluded that the syllabus overall was sound. There was a wealth of texts which were unbiased or provided ample critiques to other readings. The texts also encourage students to reflect upon their own cultures and beliefs.
ContributorsHallquist, Jessika Anne (Author) / Vitullo, Juliann (Thesis director) / Minardi, Enrico (Committee member) / School of Politics and Global Studies (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

This study aims to produce efficient and effective group writing workshops for students within the Barrett Honors College at Arizona State University. To balance two opposing theories in writing center pedagogy - the direct instruction theory and the student-led/ collaborative theory - this study also aims to determine whether a

This study aims to produce efficient and effective group writing workshops for students within the Barrett Honors College at Arizona State University. To balance two opposing theories in writing center pedagogy - the direct instruction theory and the student-led/ collaborative theory - this study also aims to determine whether a balanced combination of these approaches in writing workshops will increase student confidence in their writing abilities. Several writing workshops were held over Zoom utilizing a combination of direct teaching methods and collaborative techniques. Students were then surveyed to determine whether they found the workshops helpful, learned new skills, and/or grew more confident in their abilities. The student responses proved the hypothesis that a combined approach leads to an increase in student confidence.

ContributorsGuido, Julia (Author) / Graff, Sarah (Thesis director) / Popova, Laura (Committee member) / School of International Letters and Cultures (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05