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As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.
ContributorsLax, Amelia Ann Riedel (Author) / Dove-Viebahn, Aviva (Thesis director) / Wetzel, Jon (Committee member) / School of Life Sciences (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
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
This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis,

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis, titled “Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports” applied his model of indicators of success to League of Legends, Overwatch and Hearthstone. In this thesis, I have applied his indicators to (PUBG) and Fortnite, which differ significantly from the games he previously analyzed, precisely as I argue here, because they are battle royale games. These indicators fall under three categories: the nature of fans, the overall design of the game and the relationship between game developers and fans. The data that was examined for this investigation included academic literature on esports, posts on online platforms, news articles, YouTube content and forums. The following indicators were analyzed in their application to the collected data for both games: self-organization, spectator-player hybridity, ambassadors, clear center of action, demonstration of skill, mechanical variance, game balance, character of fan/developer relationship and feedback to fans. Through this project, I apply a previous approach to analyzing esports success to two games, Fortnite and PUBG, in order to analyze how well the model fits battle royale-style games.
ContributorsSmith, Brenden (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / School of Life Sciences (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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
Education plays a key role throughout many different fields of study. My question has to do with not what we are learning, but how we are learning it, therefore focusing more on the teaching and instructional design aspect of the learning process. Specifically, the goal of my thesis is to

Education plays a key role throughout many different fields of study. My question has to do with not what we are learning, but how we are learning it, therefore focusing more on the teaching and instructional design aspect of the learning process. Specifically, the goal of my thesis is to theoretically define collaborative learning and develop a framework that demonstrates how collaboration and interactivity can be successfully implemented in a language learning classroom. Language learning is essential in schools because it enables students to be culturally aware. According to the Modern Language Teachers' Association of South Australia, language learning plays a significant role in 21st Century learning. It assists students in being more community engaged as well as culturally diverse. They state that "knowing additional languages and cultures involves connecting, engaging, and interacting with others and negotiating boundaries based on diverse ways of understanding the world." (MLTASA) Collaboration can be very beneficial in the human learning process. According to Webb, students that collaborate with each other engage in challenging conversations and produce joint solutions whereas students that don't collaborate engage in conversation about practical rather than abstract matters (Webb, 2009). The success of collaboration is defined by the content of the dialog, groups won't necessarily engage in beneficial dialogue without help and facilitation by the teacher. It's important for teachers to keep groups on task and monitor their progress throughout the lesson. Through collaborative learning the student is able to take more from the lesson and view each concept from an alternate perspective. With teacher facilitated group discussions, students preform knowledge construction and challenge individual thoughts in order to come up with a joint solution that's takes everyone's point of view into perspective (Nastasi, 1999). Many researchers have concluded that collaborative learning, is a very beneficial learning method when it comes to challenging thoughts and concepts between students. Because each individual has a different thought process and ideas, each student brings a different concept that can be challenged and discussed among the group. Many researchers have previously studied the benefits of collaborative learning as well as the teacher's role in correctly facilitating and implementing it. Webb, highlights the importance of teachers actively pushing students to collaborate and challenge ideas. She states "In classrooms in which teachers pushed students to make explicit the steps in their mental processes (whether students' answers and strategies were correct or incorrect), collaborative groups engaged in frequent explaining and provided explanations that were correct and complete" (Webb, 2009, pg.18). Similarly, researchers such as Rijkje Dekker and Marianne Elshout-Mohr argue that collaboration in classrooms is especially important in terms of the type of work that is assigned. Assignments that require collaboration generally go more in depth and are considered more challenging than those given in individual assignments "Collaborative learning tasks are in general designed as complex, challenging and authentic problems. Such problems motivate students to attempt different strategies and co-construct and justify solutions" (Elshout-Mohr and Dekker, 2000, pg.40). Collaboration in language learning classrooms is beneficial and quite easy to implement (Elshout-Mohr and Dekker, 2000).
ContributorsAhmad, Nshwah Khalil (Author) / Wylie, Ruth (Thesis director) / Li, Na (Committee member) / School of Human Evolution and Social Change (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
This course will cover the history, ethics and impact of the fair trade movement for a variety of stakeholders in the Global South and Global North. We will be participating in various activities that will acquaint us with different topics, including globalization, the gender wage gap, environmental degradation and supply

This course will cover the history, ethics and impact of the fair trade movement for a variety of stakeholders in the Global South and Global North. We will be participating in various activities that will acquaint us with different topics, including globalization, the gender wage gap, environmental degradation and supply chain management. Guest speakers from the fair trade community will contribute their perspectives regarding the movement. Students will gain an understanding of the tradeoffs of the fair trade movement for the different actors throughout the length of the supply chain. Students will describe the purpose of the fair trade movement and who it seeks to serve. Students will explain what the Fair Trade certification entails for the actors who engage in the system. Students will debate the tradeoffs of the fair trade movement, incorporating the perspectives of multiple stakeholders from both the Global South and Global North. Finally, students will evaluate Fair Trade as a tool for sustainability both socially and economically.
ContributorsSimari, Daniella Jayne (Author) / Eakin, Hallie (Thesis director) / Walters, Molina (Committee member) / School of Life Sciences (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05