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During the COVID-19 pandemic, increased burdens have been placed on the Arizona healthcare system, and its healthcare providers. Using a survey with a sample of N=308 prescribing providers and nurses in the Arizona healthcare system, the impact of COVID-19 on the wellbeing of healthcare providers was assessed. The survey used

During the COVID-19 pandemic, increased burdens have been placed on the Arizona healthcare system, and its healthcare providers. Using a survey with a sample of N=308 prescribing providers and nurses in the Arizona healthcare system, the impact of COVID-19 on the wellbeing of healthcare providers was assessed. The survey used measures to evaluate for physical and emotional wellbeing, burnout, stressors associated with COVID-19, and work-life experiences, and found an overall negative impact on the wellbeing of healthcare workers during the COVID-19 pandemic with increased levels of reported stress and tiredness, concern for the health of family and loved ones, concern for the hardships of patients, lack of alignment between organizational priorities and personal values, and low levels of support and appreciation from socially and from leadership at work.

ContributorsJohnson, Emma Carina (Author) / Schuster, Roseanne (Thesis director) / Michalec, Barret (Committee member) / School of Molecular Sciences (Contributor) / School of Human Evolution & Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsLi, Shimei (Co-author) / Klein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Thunderbird School of Global Management (Contributor) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsRangarajan, Padmapriya (Co-author) / Klein, Jonathan (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This thesis will bring together students to engage in entrepreneurship by finding, measuring and sharing strategic market opportunities. From a student’s perspective, it will take a deep dive into the world of startup ecosystems, markets and trends utilizing both qualitative and quantitative market research techniques. The information gathered has been

This thesis will bring together students to engage in entrepreneurship by finding, measuring and sharing strategic market opportunities. From a student’s perspective, it will take a deep dive into the world of startup ecosystems, markets and trends utilizing both qualitative and quantitative market research techniques. The information gathered has been curated into a productive, meaningful manner, through a report titled “The State of Startups: A Student Perspective.” <br/>The first key theme of this thesis is that market intelligence can be a powerful tool. The second key theme is the power of knowledge implementation towards competitive strategies. The first section of the thesis will focus on identifying and understanding the current “startup” landscape as a basis on which to build strategic and impactful business decisions. This will be accomplished as the team conducts a landscape analysis focused on the student perspective of the student-based North American “entrepreneurial” ecosystem. The second section of the thesis will focus specifically on the personal experiences of student startup founders. This will be accomplished through the analysis of interviews with founders of the startups researched from the first section of the thesis. This will provide us with a direct insight into the student perspective of the student-based North American “entrepreneurial” ecosystem.

ContributorsRudick, Justin Harris (Co-author) / Callahan, Ryan (Co-author) / Minic, Jacob (Co-author) / Hybert, Jacob (Co-author) / Forshey, Cecilia (Co-author) / Byrne, Jared (Thesis director) / Olsen, Douglas (Committee member) / Curtiss, Ian (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
My thesis is a creative project in which I designed, developed, marketed, and sold a mobile application on the iOS (iPhone) platform. In addition to developing a mobile application, I also formed a Limited Liability Company, Flem LLC, which I will own, manage, and operate for the duration of this

My thesis is a creative project in which I designed, developed, marketed, and sold a mobile application on the iOS (iPhone) platform. In addition to developing a mobile application, I also formed a Limited Liability Company, Flem LLC, which I will own, manage, and operate for the duration of this project and beyond the thesis project. Flem LLC allows me to create a unique brand for my company, separate from myself, as well as providing legal protection for my personal assets. My initial application is titled "Derpy Calc". It is a basic calculator for iPhone capable of adding, subtracting, multiplying, dividing, and taking the square root of positive, negative, and decimal numbers. Derpy Calc is unique because before it will output an answer, Derpy, the calculator's personality, will make a remark or ask a question that is factual, random, or silly. This application is targeted at teenagers and young adults and the outputs Derpy gives will be targeted those demographic. The purpose of this application is to provide humor and spontaneity to the process of doing math and is currently the only iOS application with that focus. Derpy debuted on the Apple App store on March 1st 2013. As of March 27th, it is on Version 1.2, has had 457 advertisement views on 328 downloads. It has earned Flem LLC a total of $0.75 in advertising revenues.
ContributorsFleming, William Patrick (Author) / Peck, Sidnee (Thesis director) / Nemanich, Louise (Committee member) / Faucon, Christophe (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor)
Created2013-05
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Description

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to presuming roles as homemakers. Since that point in time, women have continued to thrive in the workforce and have pursued a larger variety of positions in various fields. Even though the opportunities for women continue to grow, there still seems to be an underrepresentation of women in science, technology, engineering, and mathematics (STEM) related fields. The underrepresentation of women pursuing physician and entrepreneurship roles in STEM will be analyzed and the challenges this group of people specifically encounter will be examined. Our first proposal to encourage women to enter STEM focuses on middle-school initiatives and incubator programs. The second proposal, based on commonalities females face within the workforce, is finding a better work/home life balance with the development of new maternity/paternity leave policies. Through these initiatives, we believe that the gender gap in STEM can be bridged.

ContributorsWillbrandt, Mary Madison (Co-author) / Torres, Julianna (Co-author) / Martin, Thomas (Thesis director) / Fette, Donald (Committee member) / Tech Entrepreneurship & Mgmt (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to

Women’s roles in society have changed significantly throughout the years. The movement to support the rights of women has been ongoing throughout the evolution of society but has been especially prevalent in the last century. The 1960s are when women began to enter the workforce instead of being limited to presuming roles as homemakers. Since that point in time, women have continued to thrive in the workforce and have pursued a larger variety of positions in various fields. Even though the opportunities for women continue to grow, there still seems to be an underrepresentation of women in science, technology, engineering, and mathematics (STEM) related fields. The underrepresentation of women pursuing physician and entrepreneurship roles in STEM will be analyzed and the challenges this group of people specifically encounter will be examined. Our first proposal to encourage women to enter STEM focuses on middle-school initiatives and incubator programs. The second proposal, based on commonalities females face within the workforce, is finding a better work/home life balance with the development of new maternity/paternity leave policies. Through these initiatives, we believe that the gender gap in STEM can be bridged.

ContributorsTorres, Julianna M (Co-author) / Willbrandt, Maddie (Co-author) / Martin, Thomas (Thesis director) / Fette, Donald (Committee member) / School of Social Transformation (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching students life skills, social skills, and emotional intelligence.<br/>In order to prove the value of our service, StreetWise conducted a survey that asked students about their habits, thoughts on stress, and their future. Students from Arizona State University were surveyed with questions on respondent background, employment, number one stressor, preferred learning method, and topics that students were interested in learning. We found that students’ number one stressor was school but was interested in learning skills that would prepare them for their future after graduation. We used the results to make final decisions so that StreetWise could offer lessons that students would get the most value out of. This led to us conducting a second survey which included mock ups of the website, examples of interactive lesson plans, and an overview of the app. Students from the first survey were surveyed in addition to new respondents. This survey was intended for us to ensure that our service would maintain its value to students with the aesthetic and interface that we envisioned.

ContributorsWard, William Henry (Co-author) / Ahir, Hiral (Co-author) / Compton, Katherine (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Materials Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching students life skills, social skills, and emotional intelligence.<br/>In order to prove the value of our service, StreetWise conducted a survey that asked students about their habits, thoughts on stress, and their future. Students from Arizona State University were surveyed with questions on respondent background, employment, number one stressor, preferred learning method, and topics that students were interested in learning. We found that students’ number one stressor was school but was interested in learning skills that would prepare them for their future after graduation. We used the results to make final decisions so that StreetWise could offer lessons that students would get the most value out of. This led to us conducting a second survey which included mock ups of the website, examples of interactive lesson plans, and an overview of the app. Students from the first survey were surveyed in addition to new respondents. This survey was intended for us to ensure that our service would maintain its value to students with the aesthetic and interface that we envisioned.

ContributorsCompton, Katherine May (Co-author) / Ahir, Hiral (Co-author) / Ward, William (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Dean, W.P. Carey School of Business (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching students life skills, social skills, and emotional intelligence.<br/>In order to prove the value of our service, StreetWise conducted a survey that asked students about their habits, thoughts on stress, and their future. Students from Arizona State University were surveyed with questions on respondent background, employment, number one stressor, preferred learning method, and topics that students were interested in learning. We found that students’ number one stressor was school but was interested in learning skills that would prepare them for their future after graduation. We used the results to make final decisions so that StreetWise could offer lessons that students would get the most value out of. This led to us conducting a second survey which included mock ups of the website, examples of interactive lesson plans, and an overview of the app. Students from the first survey were surveyed in addition to new respondents. This survey was intended for us to ensure that our service would maintain its value to students with the aesthetic and interface that we envisioned.

ContributorsAhir, Hiral V (Co-author) / Compton, Katherine (Co-author) / Ward, William (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05