Matching Items (4)
Filtering by

Clear all filters

156899-Thumbnail Image.png
Description
Science is a formalized method for acquiring information about the world. In

recent years, the ability of science to do so has been scrutinized. Attempts to reproduce

findings in diverse fields demonstrate that many results are unreliable and do not

generalize across contexts. In response to these concerns, many proposals for reform have

emerged.

Science is a formalized method for acquiring information about the world. In

recent years, the ability of science to do so has been scrutinized. Attempts to reproduce

findings in diverse fields demonstrate that many results are unreliable and do not

generalize across contexts. In response to these concerns, many proposals for reform have

emerged. Although promising, such reforms have not addressed all aspects of scientific

practice. In the social sciences, two such aspects are the diversity of study participants

and incentive structures. Most efforts to improve scientific practice focus on replicability,

but sidestep issues of generalizability. And while researchers have speculated about the

effects of incentive structures, there is little systematic study of these hypotheses. This

dissertation takes one step towards filling these gaps. Chapter 1 presents a cross-cultural

study of social discounting – the purportedly fundamental human tendency to sacrifice

more for socially-close individuals – conducted among three diverse populations (U.S.,

rural Indonesia, rural Bangladesh). This study finds no independent effect of social

distance on generosity among Indonesian and Bangladeshi participants, providing

evidence against the hypothesis that social discounting is universal. It also illustrates the

importance of studying diverse human populations for developing generalizable theories

of human nature. Chapter 2 presents a laboratory experiment with undergraduates to test

the effect of incentive structures on research accuracy, in an instantiation of the scientific

process where the key decision is how much data to collect before submitting one’s

findings. The results demonstrate that rewarding novel findings causes respondents to

make guesses with less information, thereby reducing their accuracy. Chapter 3 presents

an evolutionary agent-based model that tests the effect of competition for novel findings

on the sample size of studies that researchers conduct. This model demonstrates that

competition for novelty causes the cultural evolution of research with smaller sample

sizes and lower statistical power. However, increasing the startup costs to conducting

single studies can reduce the negative effects of competition, as can rewarding

publication of secondary findings. These combined chapters provide evidence that

aspects of current scientific practice may be detrimental to the reliability and

generalizability of research and point to potential solutions.
ContributorsTiokhin, Leonid (Author) / Hruschka, Daniel J (Thesis advisor) / Morgan, Thomas JH (Thesis advisor) / Boyd, Robert (Committee member) / Frankenhuis, Willem E. (Committee member) / Bergstrom, Carl T. (Committee member) / Arizona State University (Publisher)
Created2018
135382-Thumbnail Image.png
Description
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
166053-Thumbnail Image.png
Description

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
165638-Thumbnail Image.png
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