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- All Subjects: Social Media
- Creators: Byrne, Jared
- Resource Type: Text
- Status: Published
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 Prisons typically have some work programs; however, these programs are typically outdated and prepare inmates for fields that may represent a difficult employment market moving forward.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.
Based on research analyzed on the barriers between students and campus resources, the optimization of student outreach, and marketing strategies directed towards students, the creation of a student-led campus health resource followed. Analysis of this research showcased that the medium in which students resources were promoted, and the framework of the resource have an impact on students' awareness of the resource, attractiveness of the student resource, and student resource engagement. Based on these analyses and results, the creation of HealthU occurred to provide a visible, engaging, and attractive student resource to the Arizona State University student body.
With the solution, the team was able to create a mission statement for the Student Impact Coalition for Knowledge. The SICK awards allow students to make an impact by voting on their favorite things on and off campus in order to provide recommendations for others. Through extensive market research, the team identified the target audience and how this coalition would be beneficial to the student population. Currently, SICK is limited to Arizona State University’s Tempe campus, but there are goals to expand to ASU’s other campuses before moving to other universities nationwide. Through growth and financial sustainability, the team hopes that the coalition will become a useful tool for students across many campuses to share and receive recommendations for must-visit places around their college.
Social media posts included in the discussion were taken from Twitter and explored using the qualitative research-based Grounded Theory. Four celebrities were selected as case studies to illustrate hate that popular music artists receive. These celebrities were Justin Bieber, Shawn Mendes, Taylor Swift and Ariana Grande. Before the data collection process transitioned to Twitter for specific examples, Google Search was effective in providing background information on each celebrity's controversies. With open coding as the chosen stage of data analysis, tweets were grouped with those containing similar content (e.g. two tweets using the same insult).
Social media users can uncover problematic tweets and refuse to forgive celebrities for past mistakes, send threatening messages that encourage celebrities to kill themselves, shame celebrities for their physical appearances and sexualities and so forth. All of these concepts are observed within the respective literature review and discussion sections. The types of online harassment included are insults, devotion defending, threats and hacking.
The gathered data found that difference in the online harassment that female pop stars receive versus that toward male pop stars often lies in how people perceive their sexualities and physical appearances, as well as the distance perceived between the social media user and the celebrity. In the examples provided, women were regarded as “whores” for wearing certain clothing and blamed for issues in their relationships, whereas men were not seen as the problem and criticized for appearing too "feminine."
It is recommended that people become more aware of the consequences of online harassment in general, but particularly toward celebrities who are viewed as being unaffected by hate comments. Due to the limitations of this study, future research within this area should include people of color and various sectors of the entertainment industry.
Winners Circle is a collaborative application that allows friends, family members, and peers to communicate with each other about sports news and friendly wagers on teams and players. Through research and trial and error, a mock app was created by the team that combines breakout rooms that mimic a social media platform where users can identify news, scores, and perceptions of the outcome of games from other sports fans.
The Winner's Circle aims to provide a digital platform for sports fans and betting addicts, in hopes to help centralize various forms of social communication between family, close friends, and strangers alike. As the legalization of sports related gambling activities become more widespread throughout the United States as well as the rest of the world, our platform has to potential to connect millions of like-minded, adrenaline-seeking fans across the globe.
A sports-betting social media platform designed to centralize the sports-betting world. With live updates, chat-rooms (individual and group), and competitive pick'ems and leaderboards, this app can become exponentially popular and profitable with the increase in sports-betting legality around the United States.