Matching Items (8)
Filtering by

Clear all filters

136248-Thumbnail Image.png
Description
In the United States, more than 22 million people are estimated to be affected by the chronic illness, asthma (American Lung Association [ALA], 2014). Of those 22 million, approximately 7.1 million are children (ALA, 2014). An important factor in trying to curb the frequency of asthma attacks is education. Particular

In the United States, more than 22 million people are estimated to be affected by the chronic illness, asthma (American Lung Association [ALA], 2014). Of those 22 million, approximately 7.1 million are children (ALA, 2014). An important factor in trying to curb the frequency of asthma attacks is education. Particular elements of asthma education include symptom recognition, self-management skills, correct administration, and understanding how medications are used to control asthma. A review of the literature shows that multimedia education holds some promise in increasing asthma-knowledge retention. This creative project involved the creation of an asthma-education video with a concomitant asthma-education comic book. Of the two creations, the asthma-education video was used in a former Doctorate of Nursing Practice (DNP) student’s study to supplement a session at a clinic with an asthma educator. The tools included in the study, the Asthma Medication Use Questionnaire (Moya, 2014) and the Asthma Control TestTM (ACTTM; QualityMetric Incorporated, 2002), were completed by the participants prior to and after the implementation of the session that incorporated the video. The results suggested that the video had an effect on asthma control as measured by the ACTTM (QualityMetric Incorporated, 2002), but not on daily preventative asthma inhaler usage as measured by the Asthma Medication Use Questionnaire (Moya, 2014). The comic book has not been evaluated yet. Both multimedia education tools—the comic book and the video—were created as a requirement for the Barrett thesis.
ContributorsVanhkham, Sophia (Co-author) / Wells, Amanda (Co-author) / Stevens, Carol (Thesis director) / Vana, Kimberly (Committee member) / Barrett, The Honors College (Contributor) / Arizona State University. College of Nursing & Healthcare Innovation (Contributor) / Department of English (Contributor) / School of Art (Contributor)
Created2015-05
137375-Thumbnail Image.png
Description
Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social aspect of gaming is very important, and thus most mobile games include support for playing with multiple players. However, there

Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social aspect of gaming is very important, and thus most mobile games include support for playing with multiple players. However, there is a lack of common knowledge about which implementation of this functionality is most favorable from a development standpoint. In this study, we evaluate three different types of multiplayer gameplay (pass-and-play, Bluetooth, and GameCenter) via development cost and user interviews. We find that pass-and-play, the most easily-implemented mode, is not favored by players due to its inconvenience. We also find that GameCenter is not as well favored as expected due to latency of GameCenter's servers, and that Bluetooth multiplayer is the most well favored for social play due to its similarity to real-life play. Despite there being a large overhead in developing and testing Bluetooth and GameCenter multiplayer due to Apple's development process, this is irrelevant since professional developers must enroll in this process anyway. Therefore, the most effective multiplayer mode to develop is mostly determined by whether Internet play is desirable: Bluetooth if not, GameCenter if so. Future studies involving more complete development work and more types of multiplayer modes could yield more promising results.
ContributorsBradley, Michael Robert (Author) / Collofello, James (Thesis director) / Wilkerson, Kelly (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-12
134520-Thumbnail Image.png
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
135099-Thumbnail Image.png
Description
Smartphone privacy is a growing concern around the world; smartphone applications routinely take personal information from our phones and monetize it for their own profit. Worse, they're doing it legally. The Terms of Service allow companies to use this information to market, promote, and sell personal data. Most users seem

Smartphone privacy is a growing concern around the world; smartphone applications routinely take personal information from our phones and monetize it for their own profit. Worse, they're doing it legally. The Terms of Service allow companies to use this information to market, promote, and sell personal data. Most users seem to be either unaware of it, or unconcerned by it. This has negative implications for the future of privacy, particularly as the idea of smart home technology becomes a reality. If this is what privacy looks like now, with only one major type of smart device on the market, what will the future hold, when the smart home systems come into play. In order to examine this question, I investigated how much awareness/knowledge smartphone users of a specific demographic (millennials aged 18-25) knew about their smartphone's data and where it goes. I wanted three questions answered: - For what purposes do millennials use their smartphones? - What do they know about smartphone privacy and security? - How will this affect the future of privacy? To accomplish this, I gathered information using a distributed survey to millennials attending Arizona State University. Using statistical analysis, I exposed trends for this demographic, discovering that there isn't a lack of knowledge among millennials; most are aware that smartphone apps can collect and share data and many of the participants are not comfortable with the current state of smartphone privacy. However, more than half of the study participants indicated that they never read an app's Terms of Service. Due to the nature of the privacy vs. convenience argument, users will willingly agree to let apps take their personal in- formation, since they don't want to give up the convenience.
ContributorsJones, Scott Spenser (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
151573-Thumbnail Image.png
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
149339-Thumbnail Image.png
Description
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
Description
“The Difference Between Paper Cuts & Exit Wounds” is a multidisciplinary body of work consisting of a manuscript, a short film, and a set of photographs. As digital culture expands, there are increasing possibilities for cross-genre work within the literary canon. The adaptation of visual mediums alongside the written word

“The Difference Between Paper Cuts & Exit Wounds” is a multidisciplinary body of work consisting of a manuscript, a short film, and a set of photographs. As digital culture expands, there are increasing possibilities for cross-genre work within the literary canon. The adaptation of visual mediums alongside the written word supports different levels of reader, and viewer, engagement. This visual and written manuscript permits the audience to experience the project at varying levels of intensity. “The Difference Between Paper Cuts & Exit Wounds” explores the self through fragmented lenses. The poems alone work with white space and experimental forms to create new shapes, new considerations, and new wonders. When put in conversation with the visual art, a poem becomes even more layered—providing alternate entrances to the subject matter. This manuscript is invested in the framing of concerns, of questions, and of thematic obsessions. Through the integration of multiple mediums, the poetic self and the agency of the speaker become multifaceted, apart from the written word alone. With the project’s film component, the curation of vignettes encourages a resistance of a linear narrative. Multiple clips are put on top of one another, with varying levels of opacity, creating multi-layered exposures within a second long clip. This represents the same fragmentation and deconstruction of a linear narrative that is prominent in the written manuscript. The work investigates memory as it distorts desire, frequently returning to how the body holds psychological and emotional trauma. With hybrid approaches to the subject matter, the manuscript illustrates the potential for intimacy to be soft and tender while simultaneously abrasive, triggering, and painful. It allows space for uncertainties, for co-existing conditions. By fracturing the expected forms of both standard poetic lexicon, and standard video narratives, “The Difference Between Paper Cuts & Exit Wounds” complicates the tendency for audiences to dissect art in hopes of reaching a single, definite interpretation. Instead, the body of work builds new spaces for engagement and inquiry.
ContributorsGoettl, Maxana Quinn (Author) / Ball, Sally (Thesis director) / Diaz, Natalie (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
This creative project is a portfolio of accessible science communication. It consists of three multimedia texts, each one written and designed for a different audience about a different topic. The first project is an article/report about the recent launch delays and cost increases for the James Webb Space Telescope, written

This creative project is a portfolio of accessible science communication. It consists of three multimedia texts, each one written and designed for a different audience about a different topic. The first project is an article/report about the recent launch delays and cost increases for the James Webb Space Telescope, written for adults in their 40s-50s. The second project is a children’s picture book about Einstein’s theory of general relativity, written for homeschoolers in 6th grade. The third project is an educational animated video about the difference between gravity waves and gravitational waves, written for students in 7th grade.
ContributorsShafer, Christiana (Author) / Wheeler, Jacqueline (Thesis director) / Foy, Joseph (Committee member) / Hannah, Mark (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / School of International Letters and Cultures (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05