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Description
Engineering is a heavily male-dominated field and females are significantly less likely to choose an engineering-related major or career path. At the age of six years old, females start believing that their male peers are smarter than them, leading them to pursue less ambitious careers. The children's book Lyla B.

Engineering is a heavily male-dominated field and females are significantly less likely to choose an engineering-related major or career path. At the age of six years old, females start believing that their male peers are smarter than them, leading them to pursue less ambitious careers. The children's book Lyla B. An Engineering Legacy was created to encourage more young girls to discover their own potential and pursue engineering as a career. To explore the efficacy of the book on its target consumers, a pilot study was performed with first and second grade children. The participants' engineering knowledge; fixed and failure mindset beliefs; STEM (Science, Technology, Engineering, and Math) interest, competency, and career aspirations; and stereotype beliefs were evaluated before and after being read the book to determine if the story has a positive impact on children. Additionally, the satisfaction of the participants towards both the book and main character were analyzed quantitatively and qualitatively. Overall, the results of the study suggest that the book has a positive impact on the interest and competency of STEM fields and the stereotype beliefs that the children had towards engineers. The study also suggests that the book decreases fixed and failure mindsets and that the participants were satisfied with the overall concept of the book and main character, Lyla.
ContributorsPiatak, Catherine (Co-author) / Seelhammer, Marissa Leigh (Co-author) / Torrence, Kelly (Co-author) / Miller, Cindy (Thesis director) / Jordan, Shawn (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
In this creative project, our goal was to establish a student lead service organization dedicated to raising money and awareness for a selected medical issue through an interactive carnival event. In doing so, we were able to identify the potential obstacles and pathways that are required for service organizations within

In this creative project, our goal was to establish a student lead service organization dedicated to raising money and awareness for a selected medical issue through an interactive carnival event. In doing so, we were able to identify the potential obstacles and pathways that are required for service organizations within Arizona State University. Our experience provides a guideline for future students looking to organize charitable events on campus. This paper discusses several essential skills for running a charitable student organization, including establishing a brand, managing finances, cultivating business relationships, and marketing the cause. It is our hope that future students can learn from our experience and find success in similar endeavors.
ContributorsStoddard, Stacy Dawn (Co-author) / Wong, Brittney (Co-author) / Hultsman, Wendy (Thesis director) / Holland-Malcom, Jan (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
A previous study demonstrated that learning to lift an object is context-based and that in the presence of both the memory and visual cues, the acquired sensorimotor memory to manipulate an object in one context interferes with the performance of the same task in presence of visual information about a

A previous study demonstrated that learning to lift an object is context-based and that in the presence of both the memory and visual cues, the acquired sensorimotor memory to manipulate an object in one context interferes with the performance of the same task in presence of visual information about a different context (Fu et al, 2012).
The purpose of this study is to know whether the primary motor cortex (M1) plays a role in the sensorimotor memory. It was hypothesized that temporary disruption of the M1 following the learning to minimize a tilt using a ‘L’ shaped object would negatively affect the retention of sensorimotor memory and thus reduce interference between the memory acquired in one context and the visual cues to perform the same task in a different context.
Significant findings were shown in blocks 1, 2, and 4. In block 3, subjects displayed insignificant amount of learning. However, it cannot be concluded that there is full interference in block 3. Therefore, looked into 3 effects in statistical analysis: the main effects of the blocks, the main effects of the trials, and the effects of the blocks and trials combined. From the block effects, there is a p-value of 0.001, and from the trial effects, the p-value is less than 0.001. Both of these effects indicate that there is learning occurring. However, when looking at the blocks * trials effects, we see a p-value of 0.002 < 0.05 indicating significant interaction between sensorimotor memories. Based on the results that were found, there is a presence of interference in all the blocks but not enough to justify the use of TMS in order to reduce interference because there is a partial reduction of interference from the control experiment. It is evident that the time delay might be the issue between context switches. By reducing the time delay between block 2 and 3 from 10 minutes to 5 minutes, I will hope to see significant learning to occur from the first trial to the second trial.
ContributorsHasan, Salman Bashir (Author) / Santello, Marco (Thesis director) / Kleim, Jeffrey (Committee member) / Helms Tillery, Stephen (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
Brain-computer interface technology establishes communication between the brain and a computer, allowing users to control devices, machines, or virtual objects using their thoughts. This study investigates optimal conditions to facilitate learning to operate this interface. It compares two biofeedback methods, which dictate the relationship between brain activity and the movement

Brain-computer interface technology establishes communication between the brain and a computer, allowing users to control devices, machines, or virtual objects using their thoughts. This study investigates optimal conditions to facilitate learning to operate this interface. It compares two biofeedback methods, which dictate the relationship between brain activity and the movement of a virtual ball in a target-hitting task. Preliminary results indicate that a method in which the position of the virtual object directly relates to the amplitude of brain signals is most conducive to success. In addition, this research explores learning in the context of neural signals during training with a BCI task. Specifically, it investigates whether subjects can adapt to parameters of the interface without guidance. This experiment prompts subjects to modulate brain signals spectrally, spatially, and temporally, as well differentially to discriminate between two different targets. However, subjects are not given knowledge regarding these desired changes, nor are they given instruction on how to move the virtual ball. Preliminary analysis of signal trends suggests that some successful participants are able to adapt brain wave activity in certain pre-specified locations and frequency bands over time in order to achieve control. Future studies will further explore these phenomena, and future BCI projects will be advised by these methods, which will give insight into the creation of more intuitive and reliable BCI technology.
ContributorsLancaster, Jenessa Mae (Co-author) / Appavu, Brian (Co-author) / Wahnoun, Remy (Co-author, Committee member) / Helms Tillery, Stephen (Thesis director) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
The novella Flicker by Rachel Ponstein is a climate fiction story. It draws influence from the post-apocalyptic and dystopian genres as well as classic gothic literature. The story utilizes elements of gothic literature including Freud's Uncanny, uneven framing, and bildungsroman. It also utilizes subhuman species to incite conversation about the

The novella Flicker by Rachel Ponstein is a climate fiction story. It draws influence from the post-apocalyptic and dystopian genres as well as classic gothic literature. The story utilizes elements of gothic literature including Freud's Uncanny, uneven framing, and bildungsroman. It also utilizes subhuman species to incite conversation about the importance of perspective and the use of an alternative lens on the post-Reckoning world. The disaster story is ambiguous to focus the reader on the importance of the characters and their progress throughout the journey rather than the overall plotline. The analysis below serves as an explanation for the intentional decisions made to fit a sub-genre and engage the reader in an intellectual conversation about the issues broached.
ContributorsPonstein, Rachel Kay (Author) / Fette, Donald (Thesis director) / Hoyt, Heather (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
With dwindling water resources due to drought and other pressures, water utilities are seeking to tap into alternative water sources as a means to improve water sustainability. Reclaimed water consists of treated wastewater and is widely used for non-potable purposes, such as irrigation, both agricultural and recreational. However, the reclaimed

With dwindling water resources due to drought and other pressures, water utilities are seeking to tap into alternative water sources as a means to improve water sustainability. Reclaimed water consists of treated wastewater and is widely used for non-potable purposes, such as irrigation, both agricultural and recreational. However, the reclaimed water distribution system can be subject to substantial regrowth of microorganisms, including opportunistic pathogens, even following rigorous disinfection. Factors that can influence regrowth include temperature, organic carbon levels, disinfectant type, and the time transported (i.e., water age) in the system. One opportunistic pathogen (OP) that is critical to understanding microbial activity in both reclaimed and drinking water distribution systems is Acanthamoeba. In order to better understand the potential for this amoeba to proliferate in reclaimed water systems and influence other OPs, a simulated reclaimed water distribution system was studied. The objective of this study was to compare the prevalence of Acanthamoeba and one of its endosymbionts, Legionella, across varying assimilable organic carbon (AOC) levels, temperatures, disinfectants, and water ages in a simulated reclaimed water distribution system. The results of the study showed that cooler temperatures, larger water age, and chlorine conditions yielded the lowest detection of Acanthamoeba gene copies per mL or cm2 for bulk water and biofilm samples, respectively.
ContributorsDonaldson, Kandace (Author) / Ankeny, Casey (Thesis director) / Edwards, Marc (Committee member) / Pruden, Amy (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
This paper explores the use of different classroom management styles by teachers engaged in a study. The study was focused on testing an educational computer program called The Doctor's Cure in s southwester school district with ready access to computers. The Doctor's Cure uses interactive storytelling and transformational play to

This paper explores the use of different classroom management styles by teachers engaged in a study. The study was focused on testing an educational computer program called The Doctor's Cure in s southwester school district with ready access to computers. The Doctor's Cure uses interactive storytelling and transformational play to teach seventh graders how to write persuasively. The definitions of student centered and teacher centered management styles used in this paper are drawn from Garret (2008) which suggests that teachers are not entirely one management style or the other, but a mix of the two. This paper closely examines three teachers, two with teacher centered styles and one with a student centered style in order to see which style was most effective in promoting the learning of persuasive writing skills. The findings tentatively indicate that teacher centered management styles yield larger gains in learning compared to more student centered styles.
ContributorsAyala, Joel Nicholas (Author) / Hayes, Elisabeth (Thesis director) / Siyahhan, Sinem (Committee member) / Holmes, Jeff (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2013-05
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Description
The goal of this project was to create a card game that would quickly and easily allow medical professionals to learn important information. This project seeks to advance ways in which medical staff gain information about disease outbreaks through the creation of a card game which teaches players the proper

The goal of this project was to create a card game that would quickly and easily allow medical professionals to learn important information. This project seeks to advance ways in which medical staff gain information about disease outbreaks through the creation of a card game which teaches players the proper steps and procedure to triage and treat patients who are suspected to have Ebola Hemorrhagic Fever, which was not done properly during the recent outbreak. To create this game, research was conducted on the information given by the Center for Disease Control and Prevention (CDC) on the various steps to triaging those who were suspected of having Ebola. Various prototypes of the game were made and tested to optimize the win-lose ratio while still being an enjoyable game to play. This card game is fast-paced, small, and can be played either individually or with more than one person. It is loosely based off of Solitaire. This game has gone through three prototypes of the cards as well as a few brief testing periods. Through the methods and procedure used in this game's creation, it has been concluded that this method is a great way to easily teach players a proper procedure, and that this method of game can be applied to other disease breakouts and even to other fields where information must be learned quickly. Future steps for this game include improving the graphic art used in the cards, and continuing on to create a smartphone application.
ContributorsHenriksen, Carissa (Co-author) / Pratt, Breanna (Co-author) / LaBelle, Jeffrey (Thesis director) / Coursen, Jerry (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
The purpose of this creative project was to establish the foundation of an educational program that teaches financial literacy to the local homeless population. The name of this program is stillHUMAN. The project consisted of two parts, a needs analysis and a prototyping phase. The needs analysis was conducted at

The purpose of this creative project was to establish the foundation of an educational program that teaches financial literacy to the local homeless population. The name of this program is stillHUMAN. The project consisted of two parts, a needs analysis and a prototyping phase. The needs analysis was conducted at the Phoenix Rescue Mission Center, a faith-based homeless shelter that caters to male "clients", through written surveys and one-on-one interviews. Before interviewing the clients, the team acquired IRB approval as well as consent from the Center to carry out this study. These needs were then organized into a House of Quality. We concluded from Part 1 that we would need to create 3 - 7-minute-long video modules that would be available on an online platform and covered topics including professional development, budgeting, credit, and Internet literacy. In order to commence Part 2, each team member recorded a video module. These three videos collectively conveyed instruction regarding how to write a resume, use the Internet and fill out an application online, and how to budget money. These videos were uploaded to YouTube and shown to clients at Phoenix Rescue Mission, who were each asked to fill out a feedback survey afterwards. The team plans to use these responses to improve the quality of future video modules and ultimately create a holistic lesson plan that covers all financial literacy topics the clients desire. A website was also made to store future videos. The team plans to continue with this project post-graduation. Future tasks include creating and testing the a complete lesson plan, establishing a student organization at Arizona State University and recruiting volunteers from different disciplines, and creating an on-site tutoring program so clients may receive individualized attention. Once the lesson plan is demonstrated to be effective at Phoenix Rescue Mission, we plan to administer this lesson plan at other local homeless shelters and assess its efficacy in a non-faithbased and non-male environment. After a successful financial literacy program has been created, we aim to create lesson plans for other topics, including health literacy, human rights, and basic education. Ultimately stillHUMAN will become a sustainable program that unites the efforts of students and professionals to improve the quality of life of the homeless population.
ContributorsKim, Michael (Co-author) / Gulati, Guneet (Co-author) / Vanood, Aimen (Co-author) / Ganesh, Tirupalavanam (Thesis director) / Shrake, Scott (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / School of Life Sciences (Contributor) / Department of Physics (Contributor) / Department of Psychology (Contributor) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Older adults tend to learn at a lesser extent and slower rate than younger individuals. This is especially problematic for older adults at risk to injury or neurological disease who require therapy to learn and relearn motor skills. There is evidence that the reticulospinal system is critical to motor learning

Older adults tend to learn at a lesser extent and slower rate than younger individuals. This is especially problematic for older adults at risk to injury or neurological disease who require therapy to learn and relearn motor skills. There is evidence that the reticulospinal system is critical to motor learning and that deficits in the reticulospinal system may be responsible, at least in part, for learning deficits in older adults. Specifically, delays in the reticulospinal system (measured via the startle reflex) are related to poor motor learning and retention in older adults. However, the mechanism underlying these delays in the reticulospinal system is currently unknown.

Along with aging, sleep deprivation is correlated with learning deficits. Research has shown that a lack of sleep negatively impacts motor skill learning and consolidation. Since there is a link between sleep and learning, as well as learning and the reticulospinal system, these observations raise the question: does sleep deprivation underlie reticulospinal delays? We hypothesized that sleep deprivation was correlated to a slower startle response, indicating a delayed reticulospinal system. Our objectives were to observe the impact of sleep deprivation on 1) the startle response (characterized by muscle onset latency and percentage of startle responses elicited) and 2) functional performance (to determine whether subjects were sufficiently sleep deprived).

21 young adults participated in two experimental sessions: one control session (8-10 hour time in bed opportunity for at least 3 nights prior) and one sleep deprivation session (0 hour time in bed opportunity for one night prior). The same protocol was conducted during each session. First, subjects were randomly exposed to 15 loud, startling acoustic stimuli of 120 dB. Electromyography (EMG) data measured muscle activity from the left and right sternocleidomastoid (LSCM and RSCM), biceps brachii, and triceps brachii. To assess functional performance, cognitive, balance, and motor tests were also administered. The EMG data were analyzed in MATLAB. A generalized linear mixed model was performed on LSCM and RSCM onset latencies. Paired t-tests were performed on the percentage of startle responses elicited and functional performance metrics. A p-value of less than 0.05 indicated significance.

Thirteen out of 21 participants displayed at least one startle response during their control and sleep deprived sessions and were further analyzed. No differences were found in onset latency (RSCM: control = 75.87 ± 21.94ms, sleep deprived = 82.06 ± 27.47ms; LSCM: control = 79.53 ± 17.85ms, sleep deprived = 78.48 ± 20.75ms) and percentage of startle responses elicited (control = 84.10 ± 15.53%; sleep deprived = 83.59 ± 18.58%) between the two sessions. However, significant differences were observed in reaction time, TUG with Dual time, and average balance time with the right leg up. Our data did not support our hypothesis; no significant differences were seen between subjects’ startle responses during the control and sleep deprived sessions. However, sleep deprivation was indicated with declines were observed in functional performance. Therefore, we concluded that sleep deprivation may not affect the startle response and underlie delays in the reticulospinal system.
ContributorsGopalakrishnan, Smita (Author) / Honeycutt, Claire (Thesis director) / Petrov, Megan (Committee member) / Harrington Bioengineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05