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Background: Childhood obesity is one of the most serious public health concerns in the United States and has been associated with low levels of physical activity. Schools are ideal physical activity promotion sites but school physical activity opportunities have decreased due the increased focus on academic performance. Before-school programs provide

Background: Childhood obesity is one of the most serious public health concerns in the United States and has been associated with low levels of physical activity. Schools are ideal physical activity promotion sites but school physical activity opportunities have decreased due the increased focus on academic performance. Before-school programs provide a good opportunity for children to engage in physical activity as well as improve their readiness to learn. Purpose: The purpose of this study was to examine the effect of a before-school running/walking club on children's physical activity and on-task behavior. Methods: Participants were third and fourth grade children from two schools in the Southwestern United States who participated in a before-school running/walking club that met two times each week. The study employed a two-phase experimental design with an initial baseline phase and an alternating treatments phase. Physical activity was monitored using pedometers and on-task behavior was assessed through systematic observation. Data analysis included visual analysis, descriptive statistics, as well as multilevel modeling. Results: Children accumulated substantial amounts of physical activity within the before-school program (School A: 1731 steps, 10:02 MVPA minutes; School B: 1502 steps, 8:30 MVPA minutes) and, on average, did not compensate by decreasing their physical activity during the rest of the school day. Further, on-task behavior was significantly higher on days the children attended the before-school program than on days they did not (School A=15.78%, pseudo-R2=.34 [strong effect]; School B=14.26%, pseudo-R2=.22 [moderate effect]). Discussion: Results provide evidence for the positive impact of before-school programs on children's physical activity and on-task behavior. Such programs do not take time away from academics and may be an attractive option for schools.
ContributorsStylianou, Michalis (Author) / Kulinna, Pamela H. (Thesis advisor) / Van Der Mars, Hans (Committee member) / Amazeen, Eric (Committee member) / Adams, Marc (Committee member) / Mahar, Matthew T. (Committee member) / Arizona State University (Publisher)
Created2014
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A converging operations approach using response time distribution modeling was adopted to better characterize the cognitive control dynamics underlying ongoing task cost and cue detection in event based prospective memory (PM). In Experiment 1, individual differences analyses revealed that working memory capacity uniquely predicted nonfocal cue detection, while proactive control

A converging operations approach using response time distribution modeling was adopted to better characterize the cognitive control dynamics underlying ongoing task cost and cue detection in event based prospective memory (PM). In Experiment 1, individual differences analyses revealed that working memory capacity uniquely predicted nonfocal cue detection, while proactive control and inhibition predicted variation in ongoing task cost of the ex-Gaussian parameter associated with continuous monitoring strategies (mu). In Experiments 2A and 2B, quasi-experimental techniques aimed at identifying the role of proactive control abilities in PM monitoring and cue detection suggested that low ability participants may have PM deficits during demanding tasks due to inefficient monitoring strategies, but that emphasizing importance of the intention can increase reliance on more efficacious monitoring strategies that boosts performance (Experiment 2A). Furthermore, high proactive control ability participants are able to efficiently regulate their monitoring strategies under scenarios that do not require costly monitoring for successful cue detection (Experiment 2B). In Experiments 3A and 3B, it was found that proactive control benefited cue detection in interference-rich environments, but the neural correlates of cue detection or intention execution did not differ when engaged in proactive versus reactive control. The results from the current set of studies highlight the importance of response time distribution modeling in understanding PM cost. Additionally, these results have important implications for extant theories of PM and have considerable applied ramifications concerning the cognitive control processes that should be targeted to improve PM abilities.
ContributorsBall, Brett Hunter (Author) / Brewer, Gene A. (Thesis advisor) / Goldinger, Stephen (Committee member) / Glenberg, Arthur (Committee member) / Amazeen, Eric (Committee member) / Arizona State University (Publisher)
Created2015
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Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach

Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach a new chessboard con�guration. Studies have shown that chess skill is based on memory, speci�cally, "chunks" of chess piece positions that have been previously encountered by players. However, debate exists concerning how these chunks are constructed in players' memory. These chunks could be constructed by proximity of pieces on the chessboard as well as their precise location or constructed through attack-defense relations. The primary objective of this study is to support which one is more in line with chess players' actual chess abilities based off their memory, proximity or attack/defense. This study replicates and extends an experiment conducted by McGregor and Howe (2002), which explored the argument that pieces are primed more by attack and defense relations than by proximity. Like their study, the present study examined novice and expert chess players' response times for correct and error responses by showing slides of game configurations. In addition to these metrics, the present study also incorporated an eye-tracker to measure visual attention and EEG to measure affective and cognitive states. They were added to allow the comparison of subtle and unconscious behaviors of both novices and expert chess players. Overall, most McGregor and Howe's (2002) results were replicated supporting their theory on chess expertise. This included statistically significance for skill in the error rates with the mean error rates on the piece recognition tests were 70.1% for novices and 87.9% for experts, as well as significance for the two-way interaction for relatedness and proximity with error rates of 22.4% for unrelated/far, 18.8% for related/far, 15.8% for unrelated
ear, and 29.3% for related
ear. Unfortunately, there were no statistically significance for any of the response time effects, which McGregor and Howe found for the interaction between skill and proximity. Despite eye-tracking and EEG data not either support nor confirm McGregor and Howe's theory on how chess players memorize chessboard configurations, these metrics did help build a secondary theory on how novices typically rely on proximity to approach chess and new visual problems in general. This was exemplified by the statistically significant results for short-term excitement for the two-way interaction of skill and proximity, where the largest short-term excitement score was between novices on near proximity slides. This may indicate that novices, because they may lean toward using proximity to try to recall these pieces, experience a short burst of excitement when the pieces are close to each other because they are more likely to recall these configurations.
ContributorsSeto, Christian Paul (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / Industrial, Systems (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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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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Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this

Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this study was to determine the relationship between physical activity levels and emotional intelligence, navigation and planning skills, motor skills, memory capacity, and one’s perception of the ‘value’ of an object or an experience. During sessions, participants were equipped with two physiological sensors: the EEG B-Alert X10 or X24 headset, and the Shimmer GSR3. In addition to these, two external sensors were used: a web camera for recording and evaluating facial expressions, and the Tobii X2-30, X2-60, or Tobii T60XL eye tracking systems, used to monitor visual attention. These sensors were used to collect data while participants completed a series of tasks: the Self-Report of Emotional Intelligence Test, the Tower of London Test, the Motor Speed Test, the Working Memory Capacity Battery, watching product-centered videos, and watching experience-centered videos. Multiple surveys were also conducted, including a demographic survey, a nutritional and health survey, and a sports preference survey. Utilizing these metrics, this study found that those who exercise more experience and express higher levels of emotion, including joy, sadness, contempt, disgust, confusion, frustration, surprise, anger, and fear. This implies a difference in emotional response modulation between those who exercise more and those who exercise less, which in turn implies a difference in perception between the two groups. There were no significant findings related to navigation and planning skills, motor skills, or memory capacity from this analysis.
ContributorsFalls, Tarryn (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Variability is inherent in human movement, and poses a challenge to researchers attempting to measure balance. Human movement variability was analyzed using two methods: standard deviation and largest Lyapunov exponent. The experiment was a sit-to-stand task with physical and cognitive perturbations. The physical perturbation consisted of stable and unstable platform

Variability is inherent in human movement, and poses a challenge to researchers attempting to measure balance. Human movement variability was analyzed using two methods: standard deviation and largest Lyapunov exponent. The experiment was a sit-to-stand task with physical and cognitive perturbations. The physical perturbation consisted of stable and unstable platform conditions, while the cognitive perturbation consisted of a counting task. The data were collected from 24 healthy young adults. The purpose of this study was to compare the standard deviation and largest Lyapunov exponent as measures of stability, and to determine the Lyapunov exponent's sensitivity to cognitive perturbation. Evidence suggests that the Lyapunov exponent serves as a more accurate indicator of stability than standard deviation, and that it lacks sensitivity to the counting task.
ContributorsJohnson, Jennifer Jeanne (Author) / Amazeen, Polemnia (Thesis director) / Amazeen, Eric (Committee member) / Stone, Gregory (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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The purpose of this experimental study was to investigate the effects of textual and visual annotations on Spanish listening comprehension and vocabulary acquisition in the context of an online multimedia listening activity. 95 students who were enrolled in different sections of first year Spanish classes at a community college and

The purpose of this experimental study was to investigate the effects of textual and visual annotations on Spanish listening comprehension and vocabulary acquisition in the context of an online multimedia listening activity. 95 students who were enrolled in different sections of first year Spanish classes at a community college and a large southwestern university were randomly assigned to one of four versions of an online multimedia listening activity that contained textual and visual annotations of several key words. Students then took a comprehension and vocabulary posttest and a survey to measure cognitive load and general attitudes towards the program. Results indicated that textual annotations had a significant positive effect on listening comprehension and that visual annotations had a significant positive effect on how successful students felt. No statistically significant differences were found for other variables. Participants also reported positive attitudes towards vocabulary annotations and expressed a desire to see more annotations during multimedia listening activities of this type. These findings provide further evidence of the impact that multimedia may have on language acquisition. These findings have implications for multimedia design and for future research. Language listening activities should include a variety of vocabulary annotations that may help students to understand what they hear and to help them learn new vocabulary. Further research is needed outside of the laboratory, in the online and increasingly-mobile language learning environment in order to align the research with the environment in which many students currently study. The incorporation of motivation into multimedia learning theory and cognitive load should be explored, as well as new measures of cognitive load.
ContributorsCottam, Michael Evan (Author) / Savenye, Wilhelmina (Thesis advisor) / Klein, James D. (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2010
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Description

The relevance of depression in the clinical realm is well known, as it is one of the most common mental disorders in the United States. Clinical depression is the leading cause of disease for women worldwide. The sex difference in depression and anxiety has guided the research of not just

The relevance of depression in the clinical realm is well known, as it is one of the most common mental disorders in the United States. Clinical depression is the leading cause of disease for women worldwide. The sex difference in depression and anxiety has guided the research of not just recent studies but older studies as well, supporting the theory that gonadal hormones are associated with the mechanisms of emotional cognition. The scientific literature points towards a clear correlative relationship between gonadal hormones, especially estrogens, and emotion regulation. This thesis investigates the neural pathways that have been indicated to regulate mood and anxiety. Currently, the research points to the hypothalamic-pituitary-adrenal axis, which regulates the stress response through its ultimate secretion of cortisol through the adrenal cortex, and its modulated response when exposed to higher levels of estrogen. Another mechanism that has been investigated is the interaction of estrogen and the serotonergic system, which is noteworthy because the serotonergic system is known for its importance in mood regulation. However, it is important to note that the research seeking to determine the neurobiological underpinnings of estrogen and the serotonergic system is not expansive. Future research should focus on determining the direct relationship between cortisol hypersecretion and estrogens, the specific neurobiological effects of serotonergic receptor subtypes on the antidepressant actions of estrogens, and the simultaneous effects of the stress and serotonergic systems on depressive symptoms.

ContributorsArroyo, Mariana (Author) / Bimonte-Nelson, Heather (Thesis director) / Jurutka, Peter (Committee member) / School of International Letters and Cultures (Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05