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- All Subjects: Health
- Creators: Barrett, The Honors College
- Member of: Theses and Dissertations
- Status: Published
Motor learning is the process of improving task execution according to some measure of performance. This can be divided into skill learning, a model-free process, and adaptation, a model-based process. Prior studies have indicated that adaptation results from two complementary learning systems with parallel organization. This report attempted to answer the question of whether a similar interaction leads to savings, a model-free process that is described as faster relearning when experiencing something familiar. This was tested in a two-week reaching task conducted on a robotic arm capable of perturbing movements. The task was designed so that the two sessions differed in their history of errors. By measuring the change in the learning rate, the savings was determined at various points. The results showed that the history of errors successfully modulated savings. Thus, this supports the notion that the two complementary systems interact to develop savings. Additionally, this report was part of a larger study that will explore the organizational structure of the complementary systems as well as the neural basis of this motor learning.
In the past decade, the use of mobile applications, specifically mobile applications focused on improving the health and fitness of users, has increased exponentially. As more consumers look towards mobile health applications to improve their health through dieting, exercise, and weight management, it is important to analyze how the concept of gamification can encourage sustained interaction and approval of these health-focused applications. This thesis aims to understand the prevalence of gamification amongst a large sample of health and fitness applications, identify and code the gamification features used in these apps, and finally, understand how different gamification features relate to the popularity and willingness to advocate using eWOM on behalf of a mobile app.
This research analyzes lesbian, gay, bisexual, transgender, and queer/ questioning (LGBTQ) students’ experiences with sex education in Arizona. This research is a grey literature review of Arizona’s previous state policies, current state sex education curricula law, and legislative proposals within the past few years. Analysis focuses on changes after the repeal of the “no promo homo” law in 2019. Through defining the differences between abstinence only and comprehensive sex education (CSE), this will provide a framework to better understand approaches to sex education. As of now, Arizona stresses abstinence-based education. Delving into LGBTQ students’ general experiences in schools provides a foundation to better understand why these students especially benefit from CSE. Since LGBTQ students are disproportionately affected by bullying and are at increased sexual health risks, it is important to address misperceptions surrounding the LGBTQ community. The purpose of this research is to push for more LGBTQ inclusive sex education curricula in Arizona.
The Green Gamers is a start-up concept revolving around incentivizing healthy eating in Arizonan adolescents through the use of reward-based participation campaigns (popularized by conglomerates like Mondelez and Coca-Cola)
The Founders lab is a year-long program that gives its students an opportunity to participate in a unique team-based, experiential Barrett honors thesis project to design and apply marketing and sales strategies, as well as business and financial models to start up and launch a new business. This honors thesis project focuses on increasing the rate of vaccination outcomes in a country where people are increasingly busy (less time) and unwilling to get a needle through a new business venture that provides a service that brings vaccinations straight to businesses, making them available for their employees. Through our work with the Founders Lab, our team was able to create this pitch deck.
The various health benefits of vinegar ingestion have been studied extensively in the<br/>literature. Moreover, emerging research suggests vinegar may also have an effect on mental<br/>health. Beneficial effects of certain diets on mood have been reported, however, the mechanisms<br/>are unknown. The current study aimed to determine if vinegar ingestion positively affects mood<br/>state in healthy young adults. This was a randomized, single blinded controlled trial consisting of<br/>25 subjects. Participants were randomly assigned to either the vinegar group (consumed 2<br/>tablespoons of liquid vinegar diluted in one cup water twice daily with meals) or the control<br/>group (consumed one vinegar pill daily with a meal), and the intervention lasted 4 weeks.<br/>Subjects completed mood questionnaires pre- and post-intervention. Results showed a significant<br/>improvement in CES-D and POMS-Depression scores for the vinegar group compared to the<br/>control. This study suggests that vinegar ingestion may improve depressive symptoms in healthy<br/>young adults.