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During the design of interactive dance performances, dancers generate a strong relationship to the responsive media after they are given information about how to use the system. This case study observes a dancer's experience of improvising in a responsive audio system (RAS). A triangulated analysis and conclusion is formed from

During the design of interactive dance performances, dancers generate a strong relationship to the responsive media after they are given information about how to use the system. This case study observes a dancer's experience of improvising in a responsive audio system (RAS). A triangulated analysis and conclusion is formed from Laban Movement Analysis in conjunction with post-experience discussions relating to Optimal Flow. This study examines whether or not providing information about how an audio system responds to movement affects a dancers ability to achieve a heightened state of Embodied Flow while improvising in a RAS.
ContributorsAkerly, Julie (Author) / Dyer, Becky (Thesis advisor) / Coleman, Grisha (Committee member) / Ziegler, Christian (Committee member) / Arizona State University (Publisher)
Created2014
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Description
From the instructional perspective, the scope of "active learning" in the literature is very broad and includes all sorts of classroom activities that engage students with the learning experience. However, classifying all classroom activities as a mode of "active learning" simply ignores the unique cognitive processes associated with the type

From the instructional perspective, the scope of "active learning" in the literature is very broad and includes all sorts of classroom activities that engage students with the learning experience. However, classifying all classroom activities as a mode of "active learning" simply ignores the unique cognitive processes associated with the type of activity. The lack of an extensive framework and taxonomy regarding the relative effectiveness of these "active" activities makes it difficult to compare and contrast the value of conditions in different studies in terms of student learning. Recently, Chi (2009) proposed a framework of differentiated overt learning activities (DOLA) as active, constructive, and interactive based on their underlying cognitive principles and their effectiveness on students' learning outcomes. The motivating question behind this framework is whether some types of engagement affect learning outcomes more than the others. This work evaluated the effectiveness and applicability of the DOLA framework to learning activities for STEM classes. After classification of overt learning activities as being active, constructive or interactive, I then tested the ICAP hypothesis, which states that student learning is more effective in interactive activities than constructive activities, which are more effective than active activities, which are more effective than passive activities. I conducted two studies (Study 1 and Study 2) to determine how and to what degree differentiated activities affected students' learning outcomes. For both studies, I measured students' knowledge of materials science and engineering concepts. Results for Study 1 showed that students scored higher on all post-class quiz questions after participating in interactive and constructive activities than after the active activities. However, student scores on more difficult, inference questions suggested that interactive activities provided significantly deeper learning than either constructive or active activities. Results for Study 2 showed that students' learning, in terms of gain scores, increased systematically from passive to active to constructive to interactive, as predicted by ICAP. All the increases, from condition to condition, were significant. Verbal analysis of the students' dialogue in interactive condition indicated a strong correlation between the co-construction of knowledge and learning gains. When the statements and responses of each student build upon those of the other, both students benefit from the collaboration. Also, the linear combination of discourse moves was significantly related to the adjusted gain scores with a very high correlation coefficient. Specifically, the elaborate type discourse moves were positively correlated with learning outcomes; whereas the accept type moves were negatively correlated with learning outcomes. Analyses of authentic activities in a STEM classroom showed that they fit within the taxonomy of the DOLA framework. The results of the two studies provided evidence to support the predictions of the ICAP hypothesis.
ContributorsMenekşe, Muhsin (Author) / Chi, Michelene T.H. (Thesis advisor) / Baker, Dale (Committee member) / Middleton, James (Committee member) / Arizona State University (Publisher)
Created2012
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Description
At Arizona State University the retention rate is a problem. On one hand, students come to take advantage of the great opportunities a large school facilitates, such as internship opportunities and a variety of courses. On the other hand, being at such a large school can leave students overwhelmed and

At Arizona State University the retention rate is a problem. On one hand, students come to take advantage of the great opportunities a large school facilitates, such as internship opportunities and a variety of courses. On the other hand, being at such a large school can leave students overwhelmed and lost; students do not view ASU as "their school." This thesis explores a unique and very possible solution to this problem. Through a creative writing story merged with an online website and geo-cache treasure hunt, this thesis presents the history of ASU in an interactive and engaging way in order to foster the development of an inclusive community centered on school pride. Furthermore, through this piece of interactive literature, the first of its kind, researchers will be able to measure the direct impact of this story both qualitatively, based on community response, and quantitatively, based on the names recorded in the geo cache boxes.
ContributorsMurray, Shannon Elizabeth (Author) / Iwen, Michelle (Thesis director) / Facinelli, Diane (Committee member) / Barrett, The Honors College (Contributor) / Hugh Downs School of Human Communication (Contributor) / Department of English (Contributor)
Created2014-05
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Description
I devote my thesis to the practice of adaptive architecture and parametric design. The interactive and adaptive design would be my interest and my research thesis will be the process of exploring the architectural potentials of computer-programmed architectural design which interact with human beings. Start with the adaptive architectural theory

I devote my thesis to the practice of adaptive architecture and parametric design. The interactive and adaptive design would be my interest and my research thesis will be the process of exploring the architectural potentials of computer-programmed architectural design which interact with human beings. Start with the adaptive architectural theory of Neil Leach and Sou Fujimoto's architectural theory of architecture type, I explore and test the possibilities with current tools. I did reseach on the current study and practice of adaptive and interactive architecture in 20 century. After a series of study and experiment, I decided to make the "mirror" as a portal of inside and outside a building indicating a vague spacial relationship instead of just a normal mechanic mirror. The "mirror" will able to translate the information captured from motion to another "language" presented by movable materials to surrounding people, which provides people space to reflect and interact with each other. And the device would be the prototype of my thesis. The exploration of technology in the field of architecture really attracts me. I enjoy the design process and the final product. I will pay attention to new technologies in the future and try to combine technology, art and architecture together to create new experience.
ContributorsJu, Dewen (Author) / Diego, Garcia-Setien (Thesis director) / Hejduk, Renata (Committee member) / The Design School (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Education plays a key role throughout many different fields of study. My question has to do with not what we are learning, but how we are learning it, therefore focusing more on the teaching and instructional design aspect of the learning process. Specifically, the goal of my thesis is to

Education plays a key role throughout many different fields of study. My question has to do with not what we are learning, but how we are learning it, therefore focusing more on the teaching and instructional design aspect of the learning process. Specifically, the goal of my thesis is to theoretically define collaborative learning and develop a framework that demonstrates how collaboration and interactivity can be successfully implemented in a language learning classroom. Language learning is essential in schools because it enables students to be culturally aware. According to the Modern Language Teachers' Association of South Australia, language learning plays a significant role in 21st Century learning. It assists students in being more community engaged as well as culturally diverse. They state that "knowing additional languages and cultures involves connecting, engaging, and interacting with others and negotiating boundaries based on diverse ways of understanding the world." (MLTASA) Collaboration can be very beneficial in the human learning process. According to Webb, students that collaborate with each other engage in challenging conversations and produce joint solutions whereas students that don't collaborate engage in conversation about practical rather than abstract matters (Webb, 2009). The success of collaboration is defined by the content of the dialog, groups won't necessarily engage in beneficial dialogue without help and facilitation by the teacher. It's important for teachers to keep groups on task and monitor their progress throughout the lesson. Through collaborative learning the student is able to take more from the lesson and view each concept from an alternate perspective. With teacher facilitated group discussions, students preform knowledge construction and challenge individual thoughts in order to come up with a joint solution that's takes everyone's point of view into perspective (Nastasi, 1999). Many researchers have concluded that collaborative learning, is a very beneficial learning method when it comes to challenging thoughts and concepts between students. Because each individual has a different thought process and ideas, each student brings a different concept that can be challenged and discussed among the group. Many researchers have previously studied the benefits of collaborative learning as well as the teacher's role in correctly facilitating and implementing it. Webb, highlights the importance of teachers actively pushing students to collaborate and challenge ideas. She states "In classrooms in which teachers pushed students to make explicit the steps in their mental processes (whether students' answers and strategies were correct or incorrect), collaborative groups engaged in frequent explaining and provided explanations that were correct and complete" (Webb, 2009, pg.18). Similarly, researchers such as Rijkje Dekker and Marianne Elshout-Mohr argue that collaboration in classrooms is especially important in terms of the type of work that is assigned. Assignments that require collaboration generally go more in depth and are considered more challenging than those given in individual assignments "Collaborative learning tasks are in general designed as complex, challenging and authentic problems. Such problems motivate students to attempt different strategies and co-construct and justify solutions" (Elshout-Mohr and Dekker, 2000, pg.40). Collaboration in language learning classrooms is beneficial and quite easy to implement (Elshout-Mohr and Dekker, 2000).
ContributorsAhmad, Nshwah Khalil (Author) / Wylie, Ruth (Thesis director) / Li, Na (Committee member) / School of Human Evolution and Social Change (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description

This product design thesis paper aims to explore innovative strategies for making the process of learning oral and hand hygiene habits more engaging and interactive for children. The study aims to identify effective teaching methods, incentives, and technologies that can be incorporated into product design to promote healthy oral and

This product design thesis paper aims to explore innovative strategies for making the process of learning oral and hand hygiene habits more engaging and interactive for children. The study aims to identify effective teaching methods, incentives, and technologies that can be incorporated into product design to promote healthy oral and hand hygiene behaviors in children in a fun and playful way. The research will involve conducting a comprehensive literature review of existing literature on hygiene habits in children, effective teaching methods, and relevant psychological theories on child learning and motivation. The study will also examine how visual elements such as packaging and product design influence the sales of children's toys and what regulations and standards are in place for children's toys, and how corporations comply with them. The data collected from the literature review will be analyzed to identify the most effective strategies for incorporating oral and hand hygiene education into product design. This research aims to contribute to the field of product design by developing a product system that makes teaching healthy oral and hand hygiene behaviors to children more enjoyable and playful. The findings of this study will provide valuable insights into the current hygiene habits and attitudes of children and serve as a foundation for future research in the field of product design and hygiene education.

ContributorsBulut, Asli (Author) / Shin, Dosun (Thesis director) / Lord, Charles (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2023-05
Description

The majority of the public is not aware that common objects in their backyard can be mosquito breeding sites, thus leading to an increase in mosquitoes and mosquito-borne diseases affecting humans and animals during the peak seasons. An engaging app that instructs people of all ages how to identify, prevent,

The majority of the public is not aware that common objects in their backyard can be mosquito breeding sites, thus leading to an increase in mosquitoes and mosquito-borne diseases affecting humans and animals during the peak seasons. An engaging app that instructs people of all ages how to identify, prevent, and eliminate breeding sites may be of use in increasing positive behavioral changes in people, and therefore reducing available breeding sites for mosquitoes. The Embodied Games Lab in Psychology at Arizona State University created an educational game phone app using machine learning to teach students how to identify and eliminate mosquito breeding sites. Skeeter Breeder is an interactive, educational game that teaches participants about potential mosquito breeding sites and how to eliminate them from the immediate environment as documented by smartphone imagery. Currently, there is no educational game phone app that uses machine learning to teach this topic. This Thesis describes a pilot study focused on educating about common mosquito breeding sites and increasing the knowledge of 5th graders on the topic through an agentic (by taking their own pictures), engaging (game-like platform with rewards), and interactive (receiving immediate feedback on pictures) game developed from scratch at ASU.

ContributorsBharti, Aarushi (Author) / Johnson-Glenberg, Mina (Thesis director) / Huijben, Silvie (Committee member) / Barrett, The Honors College (Contributor) / Tech Entrepreneurship & Mgmt (Contributor) / Computing and Informatics Program (Contributor)
Created2023-05
Description

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

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.

ContributorsMauri, Angelo (Author) / Poremba, Charles (Co-author) / Kenehan, Nick (Co-author) / Sklar, Jack (Co-author) / Byrne, Jared (Thesis director) / Swader, Melissa (Committee member) / Barrett, The Honors College (Contributor) / College of Integrative Sciences and Arts (Contributor)
Created2023-05
Description
The Hidden Price is a website made as a creative thesis project that archives 21st-Century occurrences of international human rights abuses caused by armed conflict. The Hidden Price is accessible at TheHiddenPrice.com and features an interactive map with markers that each represent an individual instance of a record in the

The Hidden Price is a website made as a creative thesis project that archives 21st-Century occurrences of international human rights abuses caused by armed conflict. The Hidden Price is accessible at TheHiddenPrice.com and features an interactive map with markers that each represent an individual instance of a record in the archive. The Hidden Price also contains pages of different country maps, a search builder to analyze the events, an exploration tab to view every record as posts, forms for users to submit their own experiences, research, suggestions, and more. That is for you to find out, so go forth and discover your own hidden price.
ContributorsBachmeier, Thomas (Author, Co-author) / Acierto, Alejandro (Thesis director) / McCarthy, Paul (Committee member) / Barrett, The Honors College (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Mathematical and Natural Sciences (Contributor)
Created2022-12
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Description
In an attempt to summarize two years worth of work in one hundred and fiftywords... This reflection oriented document categorizes my project, “category FIVE”, into chapters of development and actualization. Accounting for the collaborative nature of the project, I advise that this specific document is only half of what the

In an attempt to summarize two years worth of work in one hundred and fiftywords... This reflection oriented document categorizes my project, “category FIVE”, into chapters of development and actualization. Accounting for the collaborative nature of the project, I advise that this specific document is only half of what the entire work saw through the eyes of Isabella Lepp. Beginning with background information, moving into making the work, and ending with production and reflection of the work, this document follows a mostly chronological timeline in telling the process of making, “category FIVE”, an immersive dance experience. Enjoy.
ContributorsLepp, Isabella Victoria (Author) / Jackson, Naomi (Thesis advisor) / Lerman, Liz (Committee member) / Ortel, Sven (Committee member) / Arizona State University (Publisher)
Created2024