Matching Items (11)

Coding for Classrooms: The Changing Landscape of K-12 Computer Science Education

Description

This report is intended to serve as a comprehensive resource for parents, teachers and community members who are interested in learning more about the emergence, direction and scope of the

This report is intended to serve as a comprehensive resource for parents, teachers and community members who are interested in learning more about the emergence, direction and scope of the computer science education movement. Many K-12 school districts begun to develop and facilitate their own computer science education programs, often in the form of extracurricular clubs and classes. However, third-party businesses play a significant role in supplementing classrooms with software and hardware products, professional development services, and instruction services. This report explores the complexity of the computer science education environment by exploring the movement of advocacy for increasing computer science in K-12 schools and analyzing the emergent competitive landscape of for-profit and non-profit businesses. Additionally, the report offers insight to the computer science education landscape in Arizona through the lens of the research study "Computer Science Education in Maricopa County Public School Districts for K-8 Students." This study presents the findings from in-depth interviews with educators about how school-based computer science programs are structured and how they are received by students, parents and teachers. The report also offers broad recommendations for school programs, analyzes the potential for a national model, and discusses next steps for states, businesses and individuals. Keywords: computer science education, K-12 schools, public education, coding, Code.org, Hour of Code

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  • 2016-12

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Keep It In Your Scope: My First Independent Video Game

Description

Gamification is used to provide an entertaining alternative to educate an individual on a topic that has proven to be difficult, confusing, or undesirable. This thesis describes the design of

Gamification is used to provide an entertaining alternative to educate an individual on a topic that has proven to be difficult, confusing, or undesirable. This thesis describes the design of a video game whose goal was to provide a way for coders and non-coders to educate themselves on programming scopes while also being entertained in the process. Reaching the goal required using the puzzle genre to create a concept where programming scopes would serve as the primary mechanic while also using various other programming concepts to complement it. These concepts include variables, values, functions, programming statements, and conditions.
In order to ensure that the game worked both as an educational tool as well as an entertaining one, informal testers were used with various degrees of experience in both coding and video games. After reaching the end of the game, each of the testers demonstrated that they understood the programming concepts in their video game form. However, this understanding came after additional verbal help was supplied and illustrated that the tutorial section of the game would need to be re-worked in order to efficiently demonstrate each concept.

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Created

Date Created
  • 2020-05

Building a Musical Robot: Robots and Music Education

Description

For my creative project, I built a musical robot and explored the possibilities for robots in music education. In addition, I wrote a guide to share what I learned and

For my creative project, I built a musical robot and explored the possibilities for robots in music education. In addition, I wrote a guide to share what I learned and to provide helpful information to anyone who is planning on building their own musical robot. This is not a step-by-step set of instructions; however, it gives the reader a preview of many options they have for building a musical robot. This guide includes information about existing musical robots, outlines possible strategies for brainstorming ideas, and describes various capabilities of musical robots. While this project focused on the intersection of music and robotics, my approach also included design thinking, which helped provide a focus and shaped my creative process.

The robot building guide is targeted toward an audience with little or no knowledge of robotics. It begins by exploring existing musical robots and explaining how existing products can be used as a source for inspiration. Next, this guide outlines various methods of design thinking and encourages the reader to use design thinking throughout the brainstorming and building process. This guide also highlights options for designing 3D-printed parts, which can be added to a robot. After that, the guide explains options for robot movement, specifically chassis kit assembly and using a 1Sheeld board with Arduino. This guide also explores the possibilities for the interaction of lights and sound, including sound-reactive lights and remote-control lights. Practical information about materials and their organization is provided, as well. The guide concludes with exciting possibilities for robots in music education.

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Created

Date Created
  • 2020-05

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The Design, Development, and Marketing of a Mobile Game

Description

The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This

The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This includes major challenges and methodologies for overcoming them or changing course as well as significant revisions that were made to the game upon receiving market and user feedback. The game, Sheep In Space, was launched on to the Windows Phone 8 marketplace initially via the use of the GameMaker: Studio game engine. From there, following a series of revisions Sheep In Space launched on the Android marketplace and has been undergoing further changes before the final launch to iOS. The revision and launch strategy was determined based off of market feedback from a variety of facets, including direct word of mouth, reviews, downloads, analytics data, and social media reaction.

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Created

Date Created
  • 2014-12

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MENDING A DETRIMENTAL CRISIS: PROPOSAL TO REDUCE RECIDIVISM THROUGH THE INCORPORATION OF COMPUTER SKILLS AND CODING IN PRISONS

Description

With a prison population that has grown to 1.4 million, an imprisonment rate of 419 per 100,000 U.S. residents, and a recidivism rate of 52.2% for males and 36.4% for

With a prison population that has grown to 1.4 million, an imprisonment rate of 419 per 100,000 U.S. residents, and a recidivism rate of 52.2% for males and 36.4% for females, the United States is facing a crisis. Currently, no sufficient measures have been taken by the United States to reduce recidivism. Attempts have been made, but they ultimately failed. Recently, however, there has been an increase in experimentation with the concept of teaching inmates basic computer skills to reduce recidivism. As labor becomes increasingly digitized, it becomes more difficult for inmates who spent a certain period away from technology to adapt and find employment. At the bare minimum, anybody entering the workforce must know how to use a computer and other technological appliances, even in the lowest-paid positions. By incorporating basic computer skills and coding educational programs within prisons, this issue can be addressed, since inmates would be better equipped to take on a more technologically advanced labor market.<br/>Additionally, thoroughly preparing inmates for employment is a necessity because it has been proven to reduce recidivism. Prisons typically have some work programs; however, these programs are typically outdated and prepare inmates for fields that may represent a difficult employment market moving forward. On the other hand, preparing inmates for tech-related fields of work is proving to be successful in the early stages of experimentation. A reason for this success is the growing demand. According to the U.S. Bureau of Labor Statistics, employment in computer and information technology occupations is projected to grow 11 percent between 2019 and 2029. This is noteworthy considering the national average for growth of all other jobs is only 4 percent. It also warrants the exploration of educating coders because software developers, in particular, have an expected growth rate of 22 percent between 2019 and 2029. <br/>Despite the security risks of giving inmates access to computers, the implementation of basic computer skills and coding in prisons should be explored further. Programs that give inmates access to a computing education already exist. The only issue with these programs is their scarcity. However, this is to no fault of their own, considering the complex nature and costs of running such a program. Accordingly, this leaves the opportunity for public universities to get involved. Public universities serve as perfect hosts because they are fully capable of leveraging the resources already available to them. Arizona State University, in particular, is a more than ideal candidate to spearhead such a program and serve as a model for other public universities to follow. Arizona State University (ASU) is already educating inmates in local Arizona prisons on subjects such as math and English through their PEP (Prison Education Programming) program.<br/>This thesis will focus on Arizona specifically and why this would benefit the state. It will also explain why Arizona State University is the perfect candidate to spearhead this kind of program. Additionally, it will also discuss why recidivism is detrimental and the reasons why formerly incarcerated individuals re-offend. Furthermore, it will also explore the current measures being taken in Arizona and their limitations. Finally, it will provide evidence for why programs like these tend to succeed and serve as a proposal to Arizona State University to create its own program using the provided framework in this thesis.

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Created

Date Created
  • 2021-05

Statistical Modeling of Drug Release from Spherical Surface-Degrading Particle Batch

Description

The goal of this research project is to create a Mathcad template file capable of statistically modelling the effects of mean and standard deviation on a microparticle batch characterized by

The goal of this research project is to create a Mathcad template file capable of statistically modelling the effects of mean and standard deviation on a microparticle batch characterized by the log normal distribution model. Such a file can be applied during manufacturing to explore tolerances and increase cost and time effectiveness. Theoretical data for the time to 60% drug release and the slope and intercept of the log-log plot were collected and subjected to statistical analysis in JMP. Since the scope of this project focuses on microparticle surface degradation drug release with no drug diffusion, the characteristic variables relating to the slope (n = diffusional release exponent) and the intercept (k = kinetic constant) do not directly apply to the distribution model within the scope of the research. However, these variables are useful for analysis when the Mathcad template is applied to other types of drug release models.

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Created

Date Created
  • 2021-05

Kiwi: The Quickest Way To Schedule (Slack Bot Integration Applied Project)

Description

At the University Technology Office – Polytechnic (UTOP), there is no way for managers to efficiently schedule their student workers’ shifts. It is not only difficult to acquire their availability,

At the University Technology Office – Polytechnic (UTOP), there is no way for managers to efficiently schedule their student workers’ shifts. It is not only difficult to acquire their availability, but also to adjust and schedule time off. The primary goal of this project was to create a software application, or Bot, that allows Slack, the main communication platform at UTOP, to communicate with Google Calendar, the primary scheduling tool for student workers. This results in managers and student workers being able to manage their work schedules more effectively, which catalyzes department productivity and staff availability.

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Created

Date Created
  • 2020-12

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Improving Sleep Bout Detection from a Thigh-Worn Accelerometer in Young Adults

Description

Introduction: There is currently a lack of industry-wide gold standardization in accelerometer study
protocols, including within sleep-focused studies. This study seeks to address accuracy of
accelerometer data in

Introduction: There is currently a lack of industry-wide gold standardization in accelerometer study
protocols, including within sleep-focused studies. This study seeks to address accuracy of
accelerometer data in detection of the beginnings and ends of sleep bouts in young adults with
polysomnography (PSG) corroboration. An existing algorithm used to differentiate valid/invalid wear
time and detect bouts of sleep has been modified with the goal of maximizing accuracy of sleep bout
detection. Methods: Three key decisions and thresholds of the algorithm have been modified with three
experimental values each being tested. The main experimental variable Sleepwindow controls the
amount of time before and after a determined bout of sleep that is searched for additional sedentary
time to incorporate and consider part of the same sleep bout. Results were compared to PSG and sleep
diary data for absolute agreement of sleep bout start time (START), end time (END) and time in bed
(TIB). Adjustments were made for outliers as well as sleep latency, snooze time, and the sum of both.
Results: Only adjustments made to a sleep window variable yielded altered results. Between a 5-, 15-,
and 30-minute window, a 15-minute window incurred the least error and most agreement to
comparisons for START, while a 5-minute window was best for END and TIB. Discussion: Contrary
to expectation, corrections for snooze, latency, and both did not substantially improve agreement to
PSG. Algorithm-derived estimates of START and END always fell after sleep diary and PSG both,
suggesting either participants’ sedentary behavior beginning and ends were at a delay from sleep and
wake times, or the algorithm estimates consistently later times than appropriate. The inclusion of a
sleep window variable yields substantial variety in results. A 15-minute window appears best at
determining START while a 5-minute window appears best for END and TIB. Further investigation on
the optimal window length per demographic and condition is required.

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Created

Date Created
  • 2019-12

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TradeUp: Windows Forms Application

Description

TradeUp is a Windows Forms Application written in C# that connects users that want to trade textbooks. The application allows users to list textbooks that they would like to trade

TradeUp is a Windows Forms Application written in C# that connects users that want to trade textbooks. The application allows users to list textbooks that they would like to trade for other textbooks. Users can then send and receive negotiation requests. If accepted a new negotiation is opened. This means that the two parties will have access to each other’s contact information so that they can complete the trade in person.

TradeUp is primarily developed to cater to K-12 institutions. This means that a school would purchase a future commercial version of TradeUp. Once this is done a local database would be created in the school’s network and hosted on a server. This would allow for students to access the application by downloading it from the school’s website and would create a local network for the program to exclusively function in. This would allow for students in a school to trade textbooks amongst each other.

TradeUp is currently not available for purchase or for official use. The application is fully functional, and a version of the program can be downloaded in its totality from GitHub through the following link:
https://github.com/mgutie36/TradeUp

It is important to note that for the application to function on your laptop you must be utilizing a Windows machine. Furthermore, you must also utilize the create SQL statements found in “Create.txt” file located in the Bin/Debug folder of the solution in order to create a local database on your machine using Microsoft SQL Server Management Studio. Once that is completed you must replace the connection string in the solution with the connection string that was just created on your machine.

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Created

Date Created
  • 2019-05

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Identifying and Evaluating the Impact of Ecological Factors on the Patterns of Health Risk Behaviors Among Arizona State University Students: A Survey-Based Study

Description

Ecological modeling can be used to analyze health risk behaviors and their relationship to ecological factors, which is useful in determining how social environmental factors influence an individual’s decisions. Environmental

Ecological modeling can be used to analyze health risk behaviors and their relationship to ecological factors, which is useful in determining how social environmental factors influence an individual’s decisions. Environmental interactions shape the way that humans behave throughout the day, either through observation, action, or consequences. Specifically, health risk behaviors can be analyzed in relation to ecological factors. Alcohol drinking among college students has been a long concern and there are many risks associated with these behaviors in this population. Consistent engagement in health risk behaviors as a college student, such as drinking and smoking, can pose a much larger issues later in life and can lead to many different health problems. A research study was conducted in the form of a 27 question survey to determine and evaluate the impact of ecological factors on drinking and smoking behaviors among Arizona State University students. Ecological factors such as demographics, living conditions, contexts of social interactions, and places where students spend most of their time were used to evaluate the relationship between drinking and smoking behaviors and the ecological factors, both on- and off- campus. The sample size of this study is 541 students. Statistical tests were conducted using Excel and RStudio to find relationships between patterns of health risk behaviors and various ecological factors. The data from the survey was analyzed to address three main questions. The first question analyzed drinking behaviors in relation to demographics, specifically gender and race. The second question assessed drinking behaviors with participation in Greek life and clubs on campus. The third question evaluated the relationship between health risk behaviors and students’ living conditions, such as living on or off campus. The results show that while gender does not have a statistically significant influence on drinking behaviors, race does. White individuals are more likely to engage in drinking behaviors and are more at risk than non-whites. Participation in Greek life was shown to be statistically significant in determining health risk behaviors, while involvement in clubs was not. Finally, on campus students are less likely to engage in health risk behaviors than off-campus students.

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Created

Date Created
  • 2019-05