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Does School Participatory Budgeting Increase Students’ Political Efficacy? Bandura’s “Sources,” Civic Pedagogy, and Education for Democracy
Description

Does school participatory budgeting (SPB) increase students’ political efficacy? SPB, which is implemented in thousands of schools around the world, is a democratic process of deliberation and decision-making in which students determine how to spend a portion of the school’s budget. We examined the impact of SPB on political efficacy

Does school participatory budgeting (SPB) increase students’ political efficacy? SPB, which is implemented in thousands of schools around the world, is a democratic process of deliberation and decision-making in which students determine how to spend a portion of the school’s budget. We examined the impact of SPB on political efficacy in one middle school in Arizona. Our participants’ (n = 28) responses on survey items designed to measure self-perceived growth in political efficacy indicated a large effect size (Cohen’s d = 1.46), suggesting that SPB is an effective approach to civic pedagogy, with promising prospects for developing students’ political efficacy.

ContributorsGibbs, Norman P. (Author) / Bartlett, Tara Lynn (Author) / Schugurensky, Daniel, 1958- (Author)
Created2021-05-01
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Description
Although there are many forms of organization on the Web, one of the most prominent ways to organize web content and websites are tags. Tags are keywords or terms that are assigned to a specific piece of content in order to help users understand the common relationships between pieces of

Although there are many forms of organization on the Web, one of the most prominent ways to organize web content and websites are tags. Tags are keywords or terms that are assigned to a specific piece of content in order to help users understand the common relationships between pieces of content. Tags can either be assigned by an algorithm, the author, or the community. These tags can also be organized into tag clouds, which are visual representations of the structure and organization contained implicitly within these tags. Importantly, little is known on how we use these different tagging structures to understand the content and structure of a given site. This project examines 2 different characteristics of tagging structures: font size and spatial orientation. In order to examine how these different characteristics might interact with individual differences in attentional control, a measure of working memory capacity (WMC) was included. The results showed that spatial relationships affect how well users understand the structure of a website. WMC was not shown to have any significant effect; neither was varying the font size. These results should better inform how tags and tag clouds are used on the Web, and also provide an estimation of what properties to include when designing and implementing a tag cloud on a website.
ContributorsBanas, Steven (Author) / Sanchez, Christopher A (Thesis advisor) / Branaghan, Russell (Committee member) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2011
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Description
The wide adoption and continued advancement of information and communications technologies (ICT) have made it easier than ever for individuals and groups to stay connected over long distances. These advances have greatly contributed in dramatically changing the dynamics of the modern day workplace to the point where it is now

The wide adoption and continued advancement of information and communications technologies (ICT) have made it easier than ever for individuals and groups to stay connected over long distances. These advances have greatly contributed in dramatically changing the dynamics of the modern day workplace to the point where it is now commonplace to see large, distributed multidisciplinary teams working together on a daily basis. However, in this environment, motivating, understanding, and valuing the diverse contributions of individual workers in collaborative enterprises becomes challenging. To address these issues, this thesis presents the goals, design, and implementation of Taskville, a distributed workplace game played by teams on large, public displays. Taskville uses a city building metaphor to represent the completion of individual and group tasks within an organization. Promising results from two usability studies and two longitudinal studies at a multidisciplinary school demonstrate that Taskville supports personal reflection and improves team awareness through an engaging workplace activity.
ContributorsNikkila, Shawn (Author) / Sundaram, Hari (Thesis advisor) / Byrne, Daragh (Committee member) / Davulcu, Hasan (Committee member) / Olson, Loren (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications.

The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.
ContributorsGarduno Massieu, Luis (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric (Committee member) / Gupta, Sandeep (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Technology in the modern day has ensured that learning of skills and behavior may be both widely disseminated and cheaply available. An example of this is the concept of virtual reality (VR) training. Virtual Reality training ensures that learning can be provided often, in a safe simulated setting, and it

Technology in the modern day has ensured that learning of skills and behavior may be both widely disseminated and cheaply available. An example of this is the concept of virtual reality (VR) training. Virtual Reality training ensures that learning can be provided often, in a safe simulated setting, and it may be delivered in a manner that makes it engaging while negating the need to purchase special equipment. This thesis presents a case study in the form of a time critical, team based medical scenario known as Advanced Cardiac Life Support (ACLS). A framework and methodology associated with the design of a VR trainer for ACLS is detailed. In addition, in order to potentially provide an engaging experience, the simulator was designed to incorporate immersive elements and a multimodal interface (haptic, visual, and auditory). A study was conducted to test two primary hypotheses namely: a meaningful transfer of skill is achieved from virtual reality training to real world mock codes and the presence of immersive components in virtual reality leads to an increase in the performance gained. The participant pool consisted of 54 clinicians divided into 9 teams of 6 members each. The teams were categorized into three treatment groups: immersive VR (3 teams), minimally immersive VR (3 teams), and control (3 teams). The study was conducted in 4 phases from a real world mock code pretest to assess baselines to a 30 minute VR training session culminating in a final mock code to assess the performance change from the baseline. The minimally immersive team was treated as control for the immersive components. The teams were graded, in both VR and mock code sessions, using the evaluation metric used in real world mock codes. The study revealed that the immersive VR groups saw greater performance gain from pretest to posttest than the minimally immersive and control groups in case of the VFib/VTach scenario (~20% to ~5%). Also the immersive VR groups had a greater performance gain than the minimally immersive groups from the first to the final session of VFib/VTach (29% to -13%) and PEA (27% to 15%).
ContributorsVankipuram, Akshay (Author) / Li, Baoxin (Thesis advisor) / Burleson, Winslow (Committee member) / Kahol, Kanav (Committee member) / Arizona State University (Publisher)
Created2012
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Description
In the modern age, where teams consist of people from disparate locations, remote team training is highly desired. Moreover, team members' overlapping schedules force their mentors to focus on individual training instead of team training. Team training is an integral part of collaborative team work. With the advent of modern

In the modern age, where teams consist of people from disparate locations, remote team training is highly desired. Moreover, team members' overlapping schedules force their mentors to focus on individual training instead of team training. Team training is an integral part of collaborative team work. With the advent of modern technologies such as Web 2.0, cloud computing, etc. it is possible to revolutionize the delivery of time-critical team training in varied domains of healthcare military and education. Collaborative Virtual Environments (CVEs), also known as virtual worlds, and the existing worldwide footprint of high speed internet, would make remote team training ubiquitous. Such an integrated system would potentially help in assisting actual mentors to overcome the challenges in team training. ACLS is a time-critical activity which requires a high performance team effort. This thesis proposes a system that leverages a virtual world (VW) and provides an integrated learning platform for Advanced Cardiac Life Support (ACLS) case scenarios. The system integrates feedback devices such as haptic device so that real time feedback can be provided. Participants can log in remotely and work in a team to diagnose the given scenario. They can be trained and tested for ACLS within the virtual world. This system is well equipped with persuasive elements which aid in learning. The simulated training in this system was validated to teach novices the procedural aspect of ACLS. Sixteen participants were divided into four groups (two control groups and two experimental groups) of four participants. All four groups went through didactic session where they learned about ACLS and its procedures. A quiz after the didactic session revealed that all four groups had equal knowledge about ACLS. The two experimental groups went through training and testing in the virtual world. Experimental group 2 which was aided by the persuasive elements performed better than the control group. To validate the training capabilities of the virtual world system, final transfer test was conducted in real world setting at Banner Simulation Center on high fidelity mannequins. The test revealed that the experimental groups (average score 65/100) performed better than the control groups (average score 16/100). The experimental group 2 which was aided by the persuasive elements (average score 70/100) performed better than the experimental group 1 (average score 55/100). This shows that the persuasive technology can be useful for training purposes.
ContributorsParab, Sainath (Author) / Kahol, Kanav (Thesis advisor) / Burleson, Wnslow (Thesis advisor) / Li, Baioxin (Committee member) / Arizona State University (Publisher)
Created2010
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Description
The Philippine Sea refers to the East and West Philippine Sea that are within the sovereign territory of the 7,641 islands of the Philippine archipelago. Historically, Spain, the United States, and Japan have colonized the islands, and the United States and China continue to maintain imperial interests in the area.

The Philippine Sea refers to the East and West Philippine Sea that are within the sovereign territory of the 7,641 islands of the Philippine archipelago. Historically, Spain, the United States, and Japan have colonized the islands, and the United States and China continue to maintain imperial interests in the area. Filipino/a/x diasporic activists in the U.S. and allies have participated in the anti-imperial struggle in support of demilitarization of the Pacific and of neo-colonized states across the globe. Responding to the problematics of anti-imperialism and solidarity, this dissertation advances the concept of agos or moving relations to attune to the sea as an analytic in theorizing activism, communication, and performance. This project was written on the unceded ancestral homelands of the Onk Akimel O’odham and Xalychidom Piipash, was inspired by the works of Black and Indigenous communities and scholars, and was influenced by Kale Fajardo’s notion of crosscurrents and Loma Cuevas-Hewitt’s concept of archipelagic poetics. Across critical organizational communication, critical intercultural communication, and performance studies, agos theorizes the relationalities of movements and the movements of relationalities. Utilizing critical qualitative, rhetorical, and performance methods, this project develops three instantiations of agos. In “Whirlpool Organizing,” the processes of anti-imperial organizers’ relationship and coalition building are examined to demonstrate the liquidities that animate dialectics and differences. In “Anchored Relationality,” U.S. diasporic Filipino/a/x’ varied and complex reconnections with Philippine waters are explored to illustrate the fluidities of positions and relations. In “Archipelagic Performance,” the staged production of “What sounds do turtles make?” is analyzed to showcase the flows of a decolonial and relational mode of performance.
ContributorsLabador, Ma Angela San Luis (Author) / LeMaster, Loretta (Thesis advisor) / Kim, Heewon (Thesis advisor) / Leong, Karen (Committee member) / Hastings, Rachel (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Black Americans and Black folks across the globe continue to proclaim variousunfreedoms we experience specifically due to our Blackness. As we struggle against and survive through the unfair structures, ways of being, and conditions that are killing us, we have been creating new survival strategies for living. One of our primary arguments

Black Americans and Black folks across the globe continue to proclaim variousunfreedoms we experience specifically due to our Blackness. As we struggle against and survive through the unfair structures, ways of being, and conditions that are killing us, we have been creating new survival strategies for living. One of our primary arguments is that state entities and the anti-Black carcerality embedded in them (e.g., policing, prisons, hospitals, welfare systems, military, the foster care system educational institutions etc.) are the primary arbitrators weaponizing violence, injustice, and unfreedom in our lives. Since the Black Lives Matter uprising in 2013 due to the murder of Trayvon Martin, leading up to the largest global uprising in 2020 due to the murder of George Floyd, and the ongoing activism around anti-Black police violence, we who are organizers and activists have found ourselves seeking out alternative ways to be principled in our struggles for abolition, transformative justice, and Black liberation. A part of being in principled struggle is building a praxis (when theory meets practice) of how to conduct oneself in community with others, and with the state in a way that is aligned with stated values and beliefs. Much of the organizing work geared towards eradicating anti-Black violence pulls from the theoretical and practiced interventions of the Black radical tradition, Black feminist thought, and abolitionism(s) to inform their praxis. This dissertation will seek out a Black radical queer feminist praxis by conducting an auto- ethnography using critical art-based Black feminist-womanist storytelling to measure data collected from my lived experiences as an organizer and activist to uplift the liberation strategies of an era.
ContributorsAraya, Miriam (Author) / Anderson, Lisa (Thesis advisor) / Duarte, Marisa (Committee member) / Alhassan, Shamara (Committee member) / Arizona State University (Publisher)
Created2024
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Description
Traditional sports coaching involves face-to-face instructions with athletes or playingback 2D videos of athletes’ training. However, if the coach is not in the same area as the athlete, then the coach will not be able to see the athlete’s full body and thus cannot give precise guidance to the athlete, limiting the

Traditional sports coaching involves face-to-face instructions with athletes or playingback 2D videos of athletes’ training. However, if the coach is not in the same area as the athlete, then the coach will not be able to see the athlete’s full body and thus cannot give precise guidance to the athlete, limiting the athlete’s improvement. To address these challenges, this paper proposes Augmented Coach, an augmented reality platform where coaches can view, manipulate and comment on athletes’ movement volumetric video data remotely via the network. In particular, this work includes a). Capturing the athlete’s movement video data with Kinects and converting it into point cloud format b). Transmitting the point cloud data to the coach’s Oculus headset via 5G or wireless network c). Coach’s commenting on the athlete’s joints. In addition, the evaluation of Augmented Coach includes an assessment of its performance from five metrics via the wireless network and 5G network environment, but also from the coaches’ and athletes’ experience of using it. The result shows that Augmented Coach enables coaches to instruct athletes from a distance and provide effective feedback for correcting athletes’ motions under the network.
ContributorsQiao, Yunhan (Author) / LiKamWa, Robert (Thesis advisor) / Bansal, Ajay (Committee member) / Jayasuriya, Suren (Committee member) / Arizona State University (Publisher)
Created2023
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Description
In this dissertation, I grapple with the compelling question: Why have women’s mobilizations in Latin America not only increased but also become increasingly confrontational towards the state and other institutions, even amid a longstanding rise in progressive gender-based legislation and policies? This inquiry unfolds against a backdrop of diverse theoretical

In this dissertation, I grapple with the compelling question: Why have women’s mobilizations in Latin America not only increased but also become increasingly confrontational towards the state and other institutions, even amid a longstanding rise in progressive gender-based legislation and policies? This inquiry unfolds against a backdrop of diverse theoretical perspectives on women’s engagement in contentious politics. This introspection has led to the formulation of a theoretical mechanism, which posits that neither the proliferation of gender-progressive policies, windows of opportunity, nor grievances are sole precipitating factors. Instead, the emergence of the ‘legal facade’ – spawned by this structural political opportunity - incites further contentious actions. These are intertwined with the development of a collective conscience, anchored in a sense of shared destiny, amplified by both fear and hope. To elucidate the activists’ experiences, I employ a methodological blend of case-process tracing and narrative analysis. This ‘legal facade’ embodies the systematic failures of the state and informal institutions to effectively address women’s violence and inequalities, resulting in the superficial enactment of numerous policies and laws that have deep flaws in their design, execution, and evaluation.
ContributorsPaez, Camila (Author) / Hinojosa, Magfa (Thesis advisor) / Kittilson, Miki (Committee member) / Kirkpatrick, Jennet (Committee member) / Kaire, Jose (Committee member) / Arizona State University (Publisher)
Created2024