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The Colorado River is the lifeblood for seven Basin States including Colorado, Utah, Wyoming, New Mexico, Arizona, California and Nevada. This water source aided westward expansion and allowed the arid Southwest to grow. Today, the river is over-allocated resulting in reduced flows. This could lead to water challenges in Arizona

The Colorado River is the lifeblood for seven Basin States including Colorado, Utah, Wyoming, New Mexico, Arizona, California and Nevada. This water source aided westward expansion and allowed the arid Southwest to grow. Today, the river is over-allocated resulting in reduced flows. This could lead to water challenges in Arizona and the other Basin states. This river is the single largest entity from which Arizona receives water. Despite this, Arizona is still better situated for water cutbacks than other states like California. Arizona has more than nine million acre-feet of banked underground water and access to other water sources including the Salt and Verde rivers. Government officials are making decisions now that will affect water usage in Arizona for decades and generations to come. Digital media, such as iPad magazines are a good way to reach this technologically savvy generation and engage them concerning important issues. Designing for digital platforms presents unique opportunities. This platform requires solid content and visually appealing design to attract a Millennial audience born between the years 1981 and 1996, according to Pew Research Center. Digital magazines currently present a small segment of the media market, however this segment is growing exponentially. A study by Pew Research Center reports that this slice of the population is interested in consuming the news and emerging technologies such as digital magazines. These are good ways to reach and interest a digitally engaged readership. Reaching this age group is important because the Millennial generation will need to determine the future of the Colorado River and water use in Arizona. To ensure the future of water in the West, this generation needs to "learn about the reality of our water supply, what our real water challenges are and then get engaged and have a voice in what we do about our water planning for the future" (Porter, 2015). DISCLAIMER: The digital magazine was created in InDesign with interactive PDFs, which are best viewed on tablets. Screenshots of the magazine are included to demonstrate the magazine.
ContributorsPrice, Mallory Jeanne (Author) / Matera, Fran (Thesis director) / Hill, Retha (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Popular culture tends to downplay strong female characters to favor a plethora of male figures that children look up to as heroes. This creates a gender imbalance in exposure to inspirational characters that children can look up to as role models. For our team's creative project, we chose to write

Popular culture tends to downplay strong female characters to favor a plethora of male figures that children look up to as heroes. This creates a gender imbalance in exposure to inspirational characters that children can look up to as role models. For our team's creative project, we chose to write and illustrate a children's book mainly targeted at young girls, ages eight to twelve that focuses on the stories of selected female figures of Norse mythology. The five stories in our collection focus on the figures Frigg, Skadi, Elli, Idunn, and Freya and are inspired by the mythology contained in the Prose Edda by Snorri Sturluson and selected medieval texts on the Germanic Lombard tribe. Through our book, Women of Norse Myth: For Little Goddesses, we wanted to introduce children to Norse mythology, a branch of myth that is often overshadowed by more popular mythologies such as Roman and Greek. Additionally, our goal was to bring light to the female figures within Norse myth that are generally given less attention than their male counterparts. Keeping in mind these goals, the stories were adapted from the original myths in a manner that would be suitable for a young audience as well as our aim for female empowerment. The final manuscript contains an introduction to Norse cosmology, introductions to the figures, a glossary of Norse terms used, and the illustrated stories themselves. Together with our combined talents, interests, and goals, Women of Norse Myth: For Little Goddesses was completed, and we hope that someday it can be published and serve as a fun and inspiring storybook for children to read and learn from.
ContributorsFarine, Brittany (Co-author) / Muth, Margaret (Co-author) / Youngjohn, Trystan (Co-author) / Alexander, John (Thesis director) / Wells, Cornelia (Committee member) / Department of English (Contributor) / Department of Psychology (Contributor) / School of Human Evolution and Social Change (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Poetry serves as a window through which we can convey emotions and experiences otherwise difficult to access and express. This chapbook addresses the moments in life that have dramatic transformational effects and those moments and events we wish to deny. Through my poetry, I reveal the honest revelations of hurt

Poetry serves as a window through which we can convey emotions and experiences otherwise difficult to access and express. This chapbook addresses the moments in life that have dramatic transformational effects and those moments and events we wish to deny. Through my poetry, I reveal the honest revelations of hurt and pain, and the raw emotions evoked from the things that have occurred throughout my life. In doing so, I confront these painful experiences from a place of conscious awareness of the way in which they have impacted my life, and I allow others access to my hurt, self-hatred, and imperfection acknowledged throughout. This chapbook symbolizes the movement from a place of denial to a place of awareness and finally to a place of transformation and growth. As my poetry transformed from weak poems only accessible on an abstract level to powerful poems of honest and tangible pain and hurt, I experienced my own transformation. Allowing myself to candidly share my experiences with others has enabled me to grow from these experiences.
ContributorsLarson, Amanda Beth (Author) / Montesano, Mark (Thesis director) / Comeaux, Alexandra (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor) / Department of Psychology (Contributor)
Created2014-12
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Description
The incorporation of electronic books (e-books) into the classroom and home of young children has been shown to have positive effects on the acquisition of early literacy skills. Dialogic reading methods, which include interactive conversations between caregiver and child about a story as it is being read, additionally are known

The incorporation of electronic books (e-books) into the classroom and home of young children has been shown to have positive effects on the acquisition of early literacy skills. Dialogic reading methods, which include interactive conversations between caregiver and child about a story as it is being read, additionally are known to improve skills that lead to improved literacy during the school years. No research to date, however, has examined e-books and dialogic reading when used together. This study examines how using dialogic reading with a child reading an e-book will impact the acquisition of emergent literacy skills, particularly vocabulary knowledge and story recall ability. Twenty-three children aged 3 to 5 took part in a matched pairs experiment that included reading a select e-book four times in which half received a dialogic reading intervention. The children who received the intervention scored significantly higher in the story recall measure of the posttest than those in the control group. No differences were found between the experimental and control groups on the vocabulary measure, although mutual gains were found among both groups from the pretest to the posttest. The results suggest that dialogic reading when incorporated with e-books may improve a child's ability to recall a story. Further, the results indicate that repeated reading of the same e-book may increase vocabulary knowledge.
ContributorsFallon, Ashley Elizabeth (Author) / Connor, Carol (Thesis director) / Kupfer, Anne (Committee member) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor) / Department of Psychology (Contributor) / Division of Teacher Preparation (Contributor)
Created2014-12
Description
This project, which consists of a review article and an applied creative project, proposes mirror neurons as being a physiological mechanism for motor imagery. The review article highlights similarities between motor imagery research and research on mirror neurons. The research is roughly divided into three types of studies: neuroimaging studies,

This project, which consists of a review article and an applied creative project, proposes mirror neurons as being a physiological mechanism for motor imagery. The review article highlights similarities between motor imagery research and research on mirror neurons. The research is roughly divided into three types of studies: neuroimaging studies, transcranial magnetic stimulation (TMS) and electromyography (EMG) studies, and electroencephalography (EEG) studies. The review also discusses the associative hypothesis of mirror neuron origin as support for the hypothesis and concludes with an assessment of conflicting research and the limitations of the hypothesis. The applied creative project is an instructional brochure, aimed at anyone who teaches motor skills, such as dance teachers or sports coaches. The brochure takes the academic content of the review and presents it in a visually pleasing, reader-friendly fashion in an effort to educate the intended audience and make the research more accessible. The brochure also prescribes research-based suggestions for how to use motor imagery during teaching sessions and how to get the best benefits from it.
ContributorsNgai, Valerie Christina (Author) / Hoffner, Kristin (Thesis director) / Glenberg, Arthur (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
Many studies have supported the theory that gain-framed messaging is effective in changing smoking behavior. However, the importance of focusing on long-term positive benefits or short-term positive benefits in this messaging remains a mystery. This study investigated the role that reward-delay within gain-framed messaging has on the self-esteem and behavior

Many studies have supported the theory that gain-framed messaging is effective in changing smoking behavior. However, the importance of focusing on long-term positive benefits or short-term positive benefits in this messaging remains a mystery. This study investigated the role that reward-delay within gain-framed messaging has on the self-esteem and behavior of cigarette smokers. Specifically, it sought to answer the question of whether short-term reward-delay messaging is more effective in increasing self-esteem and positive smoking behavior than long-term reward-delay messaging. An intervention was conducted in which participants, 16 female and 17 male, were exposed to either short-term reward-delay information or long-term reward-delay information. Self-esteem scores as well as smoking behavior were measured and compared before and after the intervention. Results from the study showed that participants in the short-term reward-delay group smoked 2 less cigarettes per day and 12 less cigarettes per week on average after the intervention than participants in the long-term reward-delay group. The results were also consistent with the findings of previous studies that suggest females are more heavily influenced by gain-framed messaging than males.
ContributorsHintze, Kellie Elizabeth (Author) / Chisum, Jack W. (Thesis director) / Brown, Carla J. (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
Psychology and dance both shed light on the question: how do our personal, life experiences affect our movement? This document introduces elements from psychology and dance through associative learning, attachment styles, muscle patterning, and partner improvisation as ways of exploring this question. It aims to briefly introduce these theories

Psychology and dance both shed light on the question: how do our personal, life experiences affect our movement? This document introduces elements from psychology and dance through associative learning, attachment styles, muscle patterning, and partner improvisation as ways of exploring this question. It aims to briefly introduce these theories and explain how they had a role in the research of the creative project. It also documents the inception, creation, and production of Lullabye, a dance work intended to be accessible to an audience with little to no experience viewing concert dance, with the target audience specifically being the writer’s mother. It has three sections, each featuring a different element of dance, storytelling, and individuality. It starts a conversation on how emotions and thoughts related to personal experiences can affect our movement.
ContributorsTello Solano, Carlos (Co-author, Co-author) / Kaplan, Robert (Thesis director) / Montoya, Yvonne (Committee member) / Schupp, Karen (Committee member) / Department of Psychology (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05