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In competitive Taekwondo, Electronic Body Protectors (EBPs) are used to register hits made by players during sparring. EBPs are comprised of three main components: chest guard, foot sock, and headgear. This equipment interacts with each other through the use of magnets, electric sensors, transmitters, and a receiver. The receiver is

In competitive Taekwondo, Electronic Body Protectors (EBPs) are used to register hits made by players during sparring. EBPs are comprised of three main components: chest guard, foot sock, and headgear. This equipment interacts with each other through the use of magnets, electric sensors, transmitters, and a receiver. The receiver is connected to a computer programmed with software to process signals from the transmitter and determine whether or not a competitor scored a point. The current design of EBPs, however, have numerous shortcomings, including sensing false positives, failing to register hits, costing too much, and relying on human judgment. This thesis will thoroughly delineate the operation of the current EBPs used and discuss research performed in order to eliminate these weaknesses.
ContributorsSpell, Valerie Anne (Author) / Kozicki, Michael (Thesis director) / Kitchen, Jennifer (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05
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This dissertation explores the effect of school competition on the human capital accumulation of students. Policies that expand the scope for school choice have become increasingly popular largely due to the belief that this will create incentives for low-performing, incumbent schools to improve academic outcomes. However, there is a general

This dissertation explores the effect of school competition on the human capital accumulation of students. Policies that expand the scope for school choice have become increasingly popular largely due to the belief that this will create incentives for low-performing, incumbent schools to improve academic outcomes. However, there is a general lack of empirical support for these positive academic spillover effects in most contexts. In the first chapter, I demonstrate that if schools respond to competition through channels not typically considered in standard arguments in favor of school choice, it means that these policies may lead to negative, unintended consequences for academic achievement. I find that increasing the number of schools serving a given market can have a negative effect on test scores through creating incentives for schools to increase the provision of non-academic services that do not contribute to academic preparation, and through the creation of excess costs in the public school system. I use an empirical strategy designed to address strategic location decisions by new entrants as well as student selection across schools to show that entry of a new charter middle school during a recent large-scale charter expansion in North Carolina decreased average traditional public middle school test scores across a school district. The second chapter considers the extent to which policymakers have tools available to them that can improve the ability of competition to generate the increases in test scores at incumbent schools that they have prioritized. I show that the efficacy of school choice can be improved by providing short-term, partial reimbursements to public school districts for increases in charter school enrollment by resident pupils. I also demonstrate that these effects occur not only due to the direct increase in district revenue associated with reimbursements, but also because the presence of this aid reduces the incentives of school administrators to compete for students through non-academic channels. The empirical strategy that I use to generate these results leverages plausibly exogenous cutoffs for aid eligibility induced by a unique policy in the state of New York.
ContributorsTobin, Zachary Benjamin (Author) / Aucejo, Esteban (Thesis advisor) / Silverman, Daniel (Committee member) / Murphy, Alvin (Committee member) / Arizona State University (Publisher)
Created2022
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Description

This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In

This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In order to discover the most popular form of Esports and gaming engagement for students, we held two events: a recreational ESports Competition and tutorials to teach students how to mod video games. After carrying out these events we established that an Esports Competition was a more popular form of engagement. However, we also established that both forms of engagement would be successful with proper marketing and execution.

ContributorsRips, Joshua (Author) / Peles, Joseph (Co-author) / Chan, Brennan (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2022-05