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Online programming communities are widely used by programmers for troubleshooting or various problem solving tasks. Large and ever increasing volume of posts on these communities demands more efforts to read and comprehend thus making it harder to find relevant information. In my thesis; I designed and studied an alternate approach

Online programming communities are widely used by programmers for troubleshooting or various problem solving tasks. Large and ever increasing volume of posts on these communities demands more efforts to read and comprehend thus making it harder to find relevant information. In my thesis; I designed and studied an alternate approach by using interactive network visualization to represent relevant search results for online programming discussion forums.

I conducted user study to evaluate the effectiveness of this approach. Results show that users were able to identify relevant information more precisely via visual interface as compared to traditional list based approach. Network visualization demonstrated effective search-result navigation support to facilitate user’s tasks and improved query quality for successive queries. Subjective evaluation also showed that visualizing search results conveys more semantic information in efficient manner and makes searching more effective.
ContributorsMehta, Vishal Vimal (Author) / Hsiao, Ihan (Thesis advisor) / Walker, Erin (Committee member) / Sarwat, Mohamed (Committee member) / Arizona State University (Publisher)
Created2015
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Description
This action research study took a mixed methods approach to examine junior and senior student engagement at the honors college in the downtown campus of Arizona State University. The purpose of the study was to better understand the lack of engagement with junior and senior students within the college. The

This action research study took a mixed methods approach to examine junior and senior student engagement at the honors college in the downtown campus of Arizona State University. The purpose of the study was to better understand the lack of engagement with junior and senior students within the college. The study sought to examine the usage of year specific programs and the possibility of influence on the target populations’ engagement. In addition, the study focused on understanding the usage of such programs and its ability to influence student perception of coping with transitions. The growth of honors education and the value of student engagement lead the study. Life Hacks is a series of programs designed to engage the target population by addressing an anticipated transition. This study focused on exploring junior and senior honors student engagement and the utilization of programs to address the student’s ability to cope with transitions. The program was divided into six workshops that spanned the semester and were taught by college partners who were deemed a resource on the subject matter. Two surveys were deployed: one at the beginning of the semester and the other at the end of the semester. Participants were selected based on their academic status as a junior or senior within the honors college on campus and their age rage. All participants traditionally matriculated from high school and were between the ages of 18-25. Two focus groups, with a total of eight participants (4 juniors and 4 seniors), were conducted at the end of the semester to gather qualitative data. Findings indicated that participants allowed their emotions to influence their ability to cope with transitions. Relationships with peers and staff were important to decision making processes and network building for junior and senior participants. Students within the study set expectations for the college and themselves that influence how they relate to college and their relation to adulthood. The implications of practice that resulted from the study involved improving student access to information and assisting students with understanding the need for the resource and how to apply it to their current and future challenges.
ContributorsGatewood, Kira Kevanah (Author) / Harris, Lauren (Thesis advisor) / Aska, Cassandra (Committee member) / Weatherly, Kimberly (Committee member) / Arizona State University (Publisher)
Created2019
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Description
This thesis is a two-part theatre and literature project on The Importance of Being Earnest by Oscar Wilde. The research component will consist of gathering information from the origins of this play in writing and in production to further understand my knowledge of the time it was written in and

This thesis is a two-part theatre and literature project on The Importance of Being Earnest by Oscar Wilde. The research component will consist of gathering information from the origins of this play in writing and in production to further understand my knowledge of the time it was written in and how it has been interpreted over the years. The theatrical elements will come as I direct and produce my own production of the play, and compare my research of Wilde's play and past productions to my own directorial decisions in attempt to make a successful student performed play.
ContributorsMarnick, Courtney Melissa (Author) / Miller, April (Thesis director) / Brown, Dori (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.
ContributorsPinho, Tyler (Co-author) / Le, Jefferson (Co-author) / Spence, Curtis (Co-author) / Nelson, Brian (Thesis director) / Walker, Erin (Committee member) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
With the advent of Massive Open Online Courses (MOOCs) educators have the opportunity to collect data from students and use it to derive insightful information about the students. Specifically, for programming based courses the ability to identify the specific areas or topics that need more attention from the students can

With the advent of Massive Open Online Courses (MOOCs) educators have the opportunity to collect data from students and use it to derive insightful information about the students. Specifically, for programming based courses the ability to identify the specific areas or topics that need more attention from the students can be of immense help. But the majority of traditional, non-virtual classes lack the ability to uncover such information that can serve as a feedback to the effectiveness of teaching. In majority of the schools paper exams and assignments provide the only form of assessment to measure the success of the students in achieving the course objectives. The overall grade obtained in paper exams and assignments need not present a complete picture of a student’s strengths and weaknesses. In part, this can be addressed by incorporating research-based technology into the classrooms to obtain real-time updates on students' progress. But introducing technology to provide real-time, class-wide engagement involves a considerable investment both academically and financially. This prevents the adoption of such technology thereby preventing the ideal, technology-enabled classrooms. With increasing class sizes, it is becoming impossible for teachers to keep a persistent track of their students progress and to provide personalized feedback. What if we can we provide technology support without adding more burden to the existing pedagogical approach? How can we enable semantic enrichment of exams that can translate to students' understanding of the topics taught in the class? Can we provide feedback to students that goes beyond only numbers and reveal areas that need their focus. In this research I focus on bringing the capability of conducting insightful analysis to paper exams with a less intrusive learning analytics approach that taps into the generic classrooms with minimum technology introduction. Specifically, the work focuses on automatic indexing of programming exam questions with ontological semantics. The thesis also focuses on designing and evaluating a novel semantic visual analytics suite for in-depth course monitoring. By visualizing the semantic information to illustrate the areas that need a student’s focus and enable teachers to visualize class level progress, the system provides a richer feedback to both sides for improvement.
ContributorsPandhalkudi Govindarajan, Sesha Kumar (Author) / Hsiao, I-Han (Thesis advisor) / Nelson, Brian (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Online discussion forums have become an integral part of education and are large repositories of valuable information. They facilitate exploratory learning by allowing users to review and respond to the work of others and approach learning in diverse ways. This research investigates the different comment semantic features and the effect

Online discussion forums have become an integral part of education and are large repositories of valuable information. They facilitate exploratory learning by allowing users to review and respond to the work of others and approach learning in diverse ways. This research investigates the different comment semantic features and the effect they have on the quality of a post in a large-scale discussion forum. We survey the relevant literature and employ the key content quality identification features. We then construct comment semantics features and build several regression models to explore the value of comment semantics dynamics. The results reconfirm the usefulness of several essential quality predictors, including time, reputation, length, and editorship. We also found that comment semantics are valuable to shape the answer quality. Specifically, the diversity of comments significantly contributes to the answer quality. In addition, when searching for good quality answers, it is important to look for global semantics dynamics (diversity), rather than observe local differences (disputable content). Finally, the presence of comments shepherd the community to revise the posts by attracting attentions to the posts and eventually facilitate the editing process.
ContributorsAggarwal, Adithya (Author) / Hsiao, Ihan (Thesis advisor) / Lopez, Claudia (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated

Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated to work well with young children. In this thesis project, Guardy, an iOS tower defense game, was developed to help children over 8 years old learn about and practice using basic concepts in programming. The game is built with the SpriteKit, a graphics rendering and animation infrastructure in Apple’s integrated development environment Xcode. It simplifies switching among different game scenes and animating game sprites in the development. In a typical game, a sequence of operations is arranged by players to destroy incoming enemy minions. Basic coding concepts like looping, sequencing, conditionals, and classification are integrated in different levels. In later levels, players are required to type in commands and put them in an order to keep playing the game. To reduce the difficulty of the usability testing, a method combining questionnaires and observation was conducted with two groups of college students who either have no programming experience or are familiar with coding. The results show that Guardy has the potential to help children learn programming and practice computational thinking.
ContributorsWang, Xiaoxiao (Author) / Nelson, Brian C. (Thesis advisor) / Turaga, Pavan (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Colleges and universities have goals and strategies in place to fill their on-campus housing facilities with students. At Arizona State University (ASU), the goal is to fill every bedspace on campus. All first-year students are expected to live on campus their first year at ASU. In Barrett, the Honors College

Colleges and universities have goals and strategies in place to fill their on-campus housing facilities with students. At Arizona State University (ASU), the goal is to fill every bedspace on campus. All first-year students are expected to live on campus their first year at ASU. In Barrett, the Honors College (BHC), students are expected to live on-campus their first and second year at ASU. This study explores the BHC upperdivision communities to better understand why students are not returning to live on campus beyond the two-year live-on expectation. In this study, the researcher created a website to better inform students of the renewal process and the benefits of living on-campus. More than 200 BHC upperdivision students participated in this study through interviews and surveys. Quantitative results of the study indicated a positive and significant correlation between students who believe it costs less to live on campus, enjoy living on campus, interact with faculty and staff outside of the classroom with intent to live on campus the next academic year. Students who felt their currently living situation had a positive impact on their overall emotional/mental wellbeing, feel a sense of community or connection to others, and feel more connected because they live on campus are more likely to intend to live on campus. Students who were surveyed after the implementation of the renewal website believed it cost less to live on campus than off campus, felt that it was easier to navigate the application, and felt that they had a better understanding of the renewal process. Qualitative results of the study indicated students were deciding to live off campus due to the limited room options and the cost of on-campus housing. Students did not feel that there was a sense of community in BHC upperdivision housing, but they did feel like living on-campus was convenient and opened opportunities to get involved. The renewal website did not have an effect on students’ behavior, knowledge and intent to renew housing, and the renewal process was easy to navigate for some of the participants and difficult to navigate for the other participants.
ContributorsLaRoche, Catherine-Ann Hiileilani (Author) / Chen, Ying-Chih (Thesis advisor) / Hermann, Kristen J (Committee member) / Staton, Shannon (Committee member) / Arizona State University (Publisher)
Created2020