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Description
Online teacherpreneurs are current and former PreK-12 teachers who share their original classroom resources in online marketplaces where teachers download them for a small fee. Online teacherpreneurs’ resources are becoming prolific in classrooms today. Meanwhile, online teacherpreneurs stand to gain financially and professionally. This exploratory study drew on conceptual frameworks

Online teacherpreneurs are current and former PreK-12 teachers who share their original classroom resources in online marketplaces where teachers download them for a small fee. Online teacherpreneurs’ resources are becoming prolific in classrooms today. Meanwhile, online teacherpreneurs stand to gain financially and professionally. This exploratory study drew on conceptual frameworks from entrepreneurship and teacher leadership to describe the practice of online teacherpreneurship in terms of the characteristics of the people who participate, the school environments in which they work, and the possible impacts they experience. An exploratory sequential mixed methods design was used. In phase one, 10 semi-structured interviews were conducted with online teacherpreneurs who ranked in the top 1% of sellers on TeachersPayTeachers.com for profits earned. In phase two, the results of the interviews were used to develop a quantitative survey, which was distributed to an international sample of 412 TeachersPayTeachers.com sellers with various levels of experience and sales success. Results from both phases were analyzed separately and together, indicating that online teacherpreneurs viewed themselves as helpful, hard-working, creative, and organized. While some online teacherpreneurs worked in supportive school environments, others worked in unsupportive or ambivalent schools. Most online teacherpreneurs kept their online business and classroom teaching separate. They reported that online teacherpreneurship involved a variety of practices including creating educational resources, collaborating with teachers, collaborating with fellow teacherpreneurs, and engaging in entrepreneurial endeavors such as marketing. They also believed they experienced impacts including improvements to teaching practice, teacher leadership opportunities, and some professional stressors. Implications for online teacherpreneurs and other stakeholders including teachers, school and district leaders, and teacher educators are considered.
ContributorsCrane, Catharyn Carisa (Author) / Archambault, Leanna M (Thesis advisor) / Buss, Ray R (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2018
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
This project and research intended to address how to successfully run and teach a high school level Theatre I course. The research portion of the project focused on activities to use in the classroom, how to run a drama club and put on productions, and how to create a positive

This project and research intended to address how to successfully run and teach a high school level Theatre I course. The research portion of the project focused on activities to use in the classroom, how to run a drama club and put on productions, and how to create a positive classroom environment where students feel comfortable creating art. The creation portion of the project focused on the things a teacher will need in the classroom: an introduction letter, vision statement, syllabus, and unit plans. The final product includes three unit plans: Introduction to Theatre I, Introduction to Acting, and Theatre and Social Change. The use of the materials in this thesis can help first-time Theatre teachers to become better prepared to run their classroom.
ContributorsKircher, Alyssa Elaine (Author) / Sterling, Pamela (Thesis director) / Whissen, Elaine (Committee member) / Saldana, Johnny (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Division of Teacher Preparation (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
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.
ContributorsGulbransen, Alexis C. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
This creative project was designed to highlight the good that can come from playing video games using From Software's "Dark Souls" as a case study.In this project, I analyse "Dark Souls" as an allegory for depression, examining how the story, game play and level design all create a mindset in

This creative project was designed to highlight the good that can come from playing video games using From Software's "Dark Souls" as a case study.In this project, I analyse "Dark Souls" as an allegory for depression, examining how the story, game play and level design all create a mindset in the game's players similar to that of those experiencing depression. I then discuss how certain aspects of the game, including level design, the game mechanics used to handle in-game death, and the passive multiplayer systems, all combine in order to encourage the player to stay engaged with the game and believing in the possibility of success. Via these systems, I believe that in creating "Dark Souls" From Software made an experience in which those grappling with depression can practice the techniques most useful in combating depression in a safe environment. Finally, I discuss the ways that "Dark Souls" designers emotionally affect those playing their game using techniques that are unavailable to other media. I highlight these storytelling devices, and explain why they are either best utilized by or only viable in video games as an example of what unique abilities gaming has as a cultural storytelling medium. I also explore solutions for discussing video game mechanics and game play with a non-gaming audience, utilizing game play recordings to provide examples of the discussed game play mechanics. These techniques can be viewed in the attached video.
ContributorsPalmer, Chad Raymond (Author) / McMahon, Jeff (Thesis director) / Hunt, Kristen (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
In any instructional situation, the instructor's goal is to maximize the learning attained by students. Drawing on the adage, 'we learn best what we have taught,' this action research project was conducted to examine whether students, in fact, learned college algebra material better if they taught it to their peers.

In any instructional situation, the instructor's goal is to maximize the learning attained by students. Drawing on the adage, 'we learn best what we have taught,' this action research project was conducted to examine whether students, in fact, learned college algebra material better if they taught it to their peers. The teaching-to-learn process was conducted in the following way. The instructor-researcher met with individual students and taught a college algebra topic to a student who served as the leader of a group of four students. At the next step, the student who originally learned the material from the instructor met with three other students in a small group session and taught the material to them to prepare an in-class presentation. Students in these small group sessions discussed how best to present the material, anticipated questions, and prepared a presentation to be shared with their classmates. The small group then taught the material to classmates during an in-class review session prior to unit examinations. Quantitative and qualitative data were gathered. Quantitative data consisted of pre- and post-test scores on four college algebra unit examinations. In addition, scores from Likert-scale items on an end-of-semester questionnaire that assessed the effectiveness of the teaching-to-learn process and attitudes toward the process were obtained. Qualitative data consisted of field notes from observations of selected small group sessions and in-class presentations. Additional qualitative data included responses to open-ended questions on the end-of-semester questionnaire and responses to interview items posed to groups of students. Results showed the quantitative data did not support the hypothesis that material, which was taught, was better learned than other material. Nevertheless, qualitative data indicated students were engaged in the material, had a deeper understanding of the material, and were more confident about it as a result of their participation in the teaching-to-learn process. Students also viewed the teaching-to-learn process as being effective and they had positive attitudes toward the teaching-to-learn process. Discussion focused on how engagement, deeper understanding and confidence interacted with one another to increase student learning. Lessons learned, implications for practice, and implications for further action research were also discussed.
ContributorsNicoloff, Stephen J (Author) / Buss, Ray R (Thesis advisor) / Zambo, Ronald (Committee member) / Shaw, Phyllis J (Committee member) / Arizona State University (Publisher)
Created2011
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Description
This study was conducted to (a) explore high achieving high school students' perceptions of the teaching profession, (b) examine the influence of these perceptions on intentions to teach, and (c) test a recruitment suite of tools to determine the effectiveness of recruitment messaging and strategies. The Theory of Planned Behavior

This study was conducted to (a) explore high achieving high school students' perceptions of the teaching profession, (b) examine the influence of these perceptions on intentions to teach, and (c) test a recruitment suite of tools to determine the effectiveness of recruitment messaging and strategies. The Theory of Planned Behavior (TPB) served as the theoretical framework for this study. Using the TPB allowed examination of students' behavioral, normative, and control beliefs as well as their attitudes, subjective norms, and efficacy and how those components affected intentions to teach. Participants included high school seniors in the top 20% of their class. A mixed methods approach was employed to identify how the characteristics that students value when considering a profession were aligned with those they believed to be true about the teaching profession. Additionally mixing methods allowed for a more thorough exploration of the matter and an in-depth depiction of perceptions and intentions to teach. Results from a confirmatory path analysis showed students' perceived behavioral control, a measure of efficacy, and attitudes toward teaching were predictive of intention to teach and accounted for 25% of the variation in intention to teach scores. A series of exploratory structural equation models was developed to examine additional paths that might be useful in understanding students' intention to teach. Three additional, important paths were found among TPB variables that accounted for an additional 14% of the variation in intention scores. Additionally, these paths had implications for recruitment practice. Five themes emerged from the qualitative data--status, societal importance, influences of important others, teaching as a backup option, and barriers. The discussion focused on implications for recruitment practice and research, limitations, and conclusions. The following conclusions were drawn: (a) students must be provided with knowledge about the teaching profession to overcome stereotypical beliefs, (b) recruitment must begin much earlier, (c) parents must be better informed about teaching, (d) use of a longer recruitment process with multiple touch points must be used to inform and inspire students, and (e) students must be provided with practice teaching opportunities and systematic observational opportunities, which can foster increased efficacy for teaching.
ContributorsCruz, Crystal (Author) / Buss, Ray R (Thesis advisor) / Barnett, Joshua (Committee member) / Bentz, Matthew (Committee member) / Arizona State University (Publisher)
Created2013