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Despite the advancement of online tools for activities related to the core experience of taking classes on a college campus, there has been a relatively small amount of research into implementing online tools for ancillary academic resources (e.g. tutoring centers, review sessions, etc.). Previous work and a study conducted for

Despite the advancement of online tools for activities related to the core experience of taking classes on a college campus, there has been a relatively small amount of research into implementing online tools for ancillary academic resources (e.g. tutoring centers, review sessions, etc.). Previous work and a study conducted for this paper indicates that there is value in creating these online tools but that there is value in maintaining an in-person component to these services. Based on this, a system which provides personalized, easily-accessible, simple access to these services is proposed. Designs for user-centered online-tools that provides access to and interaction with tutoring centers and review sessions are described and prototypes are developed to demonstrate the application of design principles for online tools for academic services.
ContributorsBerk, Nicholas Robert (Author) / Balasooriya, Janaka (Thesis director) / Eaton, John (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-12
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Description
As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and

As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and older (N-45) were randomly assigned to one of the three conditions. They first went through a training phase that utilized their assigned condition to teach five tasks within the photo-editing program, and they were then tested on how well they learned these tasks as well as a transfer task. It was predicted that the multimedia condition would increase learning efficiency, produce more successes in the transfer task, and decrease cognitive load compared to the two unimodal conditions. The multimedia condition (text and audio) had no significant effect on transfer task successes or decreases in cognitive load compared to the unimodal conditions (text only and audio only). The multimedia condition, however, did produce significantly less errors on Tasks 2, 4, and 5 than the unimodal conditions. This suggests that redundancy principles may play an important role when designing learning platforms for elderly users, and that age needs to be considered as an additional factor during the technological design process.
ContributorsSwieczkowski, Hannah Elizabeth (Author) / Atkinson, Robert (Thesis director) / Chavez, Helen (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.
ContributorsLe, Peter Thuan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description

This thesis project focused on comparing different aspects of traditional in person<br/>learning and remote online learning and how these two types of learning environments impact<br/>students in the elementary grade levels, specifically Kindergarten through sixth grade. For this<br/>thesis project, I conducted podcast interviews in which I interviewed many different teachers at<br/>different

This thesis project focused on comparing different aspects of traditional in person<br/>learning and remote online learning and how these two types of learning environments impact<br/>students in the elementary grade levels, specifically Kindergarten through sixth grade. For this<br/>thesis project, I conducted podcast interviews in which I interviewed many different teachers at<br/>different elementary grade levels. These teachers all had experience at some point with both<br/>traditional in person learning and remote online learning. All of these teachers have many<br/>different levels of experience and teach in various districts across the state of Arizona. The<br/>purpose of this thesis project was to learn and understand how these two different types of<br/>learning environments impact both students and teachers. Throughout this thesis project, I have<br/>become increasingly passionate in my future teaching career. I have learned so much about<br/>myself through this process and was able to improve my communication skills through<br/>conducting these interviews as well as significantly increase my knowledge on both in person<br/>learning and remote online learning.

ContributorsMullenmeister, Megan Marie (Author) / Pfister, Mark (Thesis director) / McKee, Dianne (Committee member) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This project is a series of two YouTube videos that follow me learning new skills. The first is soldering, and the second is jumping a bicycle. The goal of this project is to use it to hone my cinematography skills and to inspire other beginners to try new things by

This project is a series of two YouTube videos that follow me learning new skills. The first is soldering, and the second is jumping a bicycle. The goal of this project is to use it to hone my cinematography skills and to inspire other beginners to try new things by highlighting my own trials and tribulations and being vulnerable.

ContributorsNicholls, Joseph Kenji (Author) / Nascimento, Eliciana (Thesis director) / Meirelles, Rodrigo (Committee member) / The Sidney Poitier New American Film School (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
Peer pressure is a very broad topic. Researching peer pressure and friendships allows me to back up my creative project, a children’s picture book, with reliable information. This topic is important because it affects everyone, no matter the age or situation. The book can be used as a tool for

Peer pressure is a very broad topic. Researching peer pressure and friendships allows me to back up my creative project, a children’s picture book, with reliable information. This topic is important because it affects everyone, no matter the age or situation. The book can be used as a tool for teachers and parents to start a conversation about peer pressure. It presents the topic in a light-hearted manner, where different characters have unique experiences that affects how they treat others. Pier Pressure is a social emotional literacy picture book meant for young children. I researched the importance of social emotional learning and how it can de depicted through children’s books. I explain the methods I used to create this book and share the research about friendships that guided my writing.
ContributorsMachen, Maryjane (Author) / Pfister, Mark (Thesis director) / LePore, Paul (Committee member) / Sanford School of Social and Family Dynamics (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05