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Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while

Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while playing so players may score higher with sound turned off. Also, existing studies have shown that differences in the physical format of interfaces affect learning outcomes. This study sought to determine whether (a) the game’s audio content affects rhythmic accuracy, and (b) the type of game controller used affects learning of rhythmic accuracy. One hundred participants were randomly assigned in approximately equal numbers (ns = 25) to the four cells of a 2x2 between-subjects design. The first variable was the audio content of the game with two levels: on or off. The second variable was the type of game controller: the standard guitar-style controller or tablet interface. Participants across all conditions completed a pre- and post-test with a system that required them to tap along with repeated rhythmic patterns on an electronic drum pad. Statistical evidence showed better outcomes with a tablet controller with respect to input time error, reduction of extra notes played, and reduction of missed notes; however, the guitar-style controller produced superior outcomes in terms of avoiding missed notes and was associated with higher satisfaction by participants. When audio was present better outcomes were achieved at multiple factor-levels of reduction of missed responses, but superior outcomes in input time error were seen without audio. There was no evidence to suggest an interaction between controller type and the presence or absence of audio.
ContributorsThomas, James William (Author) / Zuiker, Steven J (Thesis advisor) / Atkinson, Robert (Thesis advisor) / Savenye, Wilhelmina C (Committee member) / Arizona State University (Publisher)
Created2017
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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
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Description
This research study concerns the issue of gender diversity that still persists in STEM education, especially in computing-related fields. Females are so severely underrepresented in computing education that the diversity in the fields is even less than that in physics in K-12. This research study seeks to address the problem

This research study concerns the issue of gender diversity that still persists in STEM education, especially in computing-related fields. Females are so severely underrepresented in computing education that the diversity in the fields is even less than that in physics in K-12. This research study seeks to address the problem of low female participation in computing-related fields. For the purpose of the study, two versions of surveys were distributed. One was filled out by 94 local elementary school students that mostly in 3rd-4th grade; the other went to 399 college freshmen in W. P. Carey School of Business. It asks questions, including if students are interested in learning STEM, and what reasons explain them having interest or no interest in STEM learning. Meanwhile, the study aims to unveil if there are any gender discrepancies in regards to STEM learning. Besides those dynamics, three factors—attitudes toward learning computer skills, logic, and coding—are examined for indications on students’ interest in STEM learning.
The results suggest no indication that female students are necessarily less interested than male students in studying computing-related majors, despite that female students find working with computers and coding more difficult. Female students have diverse and varied interests that are non-computing-related, which could be an underlying factor that contributes to their “lower” participation in those majors. While self-interest is the key factor that influences students’ decisions in pursuing STEM majors or non-STEM majors, they also consider job market outlook an important factor. Compared to female students, male students tend to cite family influence in deciding whether to study STEM majors. Furthermore, showing positive attitudes toward working with computers, learning new computer skills, and even coding indicates both male and female students’ potential desires to pursue computing-related majors or careers.
ContributorsZhou, Xingyan (Author) / Lin, Elva (Suh-Yun) (Thesis director) / Hsiao, Sharon I-Han (Committee member) / WPC Graduate Programs (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
This paper explores factors to study why the number of students in STEM are not as high as they could be. Based on both Veda and Soumya's personal experiences, factors were chosen to understand their impact on whether a high school student would choose a STEM major in their college

This paper explores factors to study why the number of students in STEM are not as high as they could be. Based on both Veda and Soumya's personal experiences, factors were chosen to understand their impact on whether a high school student would choose a STEM major in their college of choice, which could lead them to having a career in STEM. The factors explored will be location, grade level, school, parent/guardian involvement, teacher involvement, media influences, and personal interest. Data was collected through surveys sent to both high school and college students. The high school data came solely from schools in the Phoenix area, whereas college students' data came from across the world. These surveys contained questions regarding all of the above factors and were crafted so that we could gain further insight into each factor without producing bias. Each factor had at least one personal experience by either Veda or Soumya. Many of the survey responses gave insight to how and why a student would decide to pursue STEM or why they did pursue STEM. The main implications derived from the study are the following: the importance of a good support network, active parent/guardian and teacher involvement, and specifically active science teacher involvement. Data from both college and high school students showed that students highly valued a science teacher. One recommendation from this thesis is to provide a training for teachers to learn about how to connect concepts they teach to real-world applications. This can be administered through the district so that they may bring in anyone they feel is qualified to teach such topics such as industry professionals or teachers who specialize in teaching STEM. The last recommendation is for parents to participate in a workshop that will inform them of how to be more involved/engaged with their student.
ContributorsPushpraj, Soumya (Co-author) / Inamdar, Veda (Co-author) / Scott, Kimberly (Thesis director) / Escontrías, Gabriel (Committee member) / Department of Information Systems (Contributor) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in

In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in the women's lives and academic careers. In hopes of increasing the number of women computing professionals, this thesis aimed to understand the problem of a lack of women in technology and studied how hackathons could be a possible solution. The research followed Desert Hacks as it examines the typical participants as well as the hackathons effects on women's morale in technology. Two important questions during the investigation were what kind of women are attending hackathons and how do women feel about the technology industry after a hackathon? The results suggested that hackathon had an overall positive effect on women's motivation in the computing field. Additionally, most research participants believed that everyone has the potential to do well in the field and that gender inclusion is important for the industry. This ideology can foster a healthy environment for women to become more motivated in computing. Through these results, hackathons can be seen as another mean to help motivate women in the field and open up the possibility of future studies of women and hackathons.
ContributorsVo, Thong Bach (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
This paper about the Garden Grub concerns the growing Agritech industry along with exposing middle school students to STEM education. Currently over half of America's students are not prepared to be successful in our technology driven world. These students did not have the opportunity to be exposed to many Science,

This paper about the Garden Grub concerns the growing Agritech industry along with exposing middle school students to STEM education. Currently over half of America's students are not prepared to be successful in our technology driven world. These students did not have the opportunity to be exposed to many Science, Technology, Engineering, and Math related careers or majors before entering the working world and/or college. These students are unaware of the real-life applications these topics can have and will never have the chance to pursue these fields. Using the Garden Grub, students will be introduced to the world of Agritech and how traditional agriculture is changing in include more technology. The Garden Grub is designed to not only introduce students to STEM in general, but specifically the Agritech Industry. With the Garden Grub kit and instructions students will be able to construct a small device that will monitor the external temperature and the soil moisture of a plant they are growing. For future implementations of the Garden Grub, we will develop a structured lesson plan to teach the users more about the device they are building. This is so in the future users could continue their education in Agritech and STEM because they have more knowledge on the subjects From standalone testing the Garden Grub, the device was able to successfully monitor the lettuce to ensure that it grew successfully. The Garden Grub instructions and kit were tested in a fourth-grade classroom, where college volunteers worked with the students to begin to create their own device. While there was not enough time to successfully complete the product the fourth graders were more interested in STEM than when we first started. Even though they struggled in the beginning, students quickly learned basic concepts , such as +/- circuit power, transfer of data, and sensor connections. More recently we were able to go into a middle school and teach in a classroom with the students who were part of a coding elective course. Since our last outing we were able to update the user manual and prepare more ahead of time. This gave us more time to explain the concepts to the students, along with being able to successful build all of the devices. They began to think of ways that this device could be applicable to their lives along with how the Garden Grub could be improved in the future.
ContributorsWynia, Rachel Marie (Author) / Lin, Elva (Thesis director) / Eakin, Hallie (Committee member) / WPC Graduate Programs (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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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
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Description
The purpose of this instructional design and development study was to describe, evaluate and improve the instructional design process and the work of interdisciplinary design teams. A National Science Foundation (NSF) funded, Transforming Undergraduate Education in Science (TUES) project was the foundation for this study. The project developed new curriculum

The purpose of this instructional design and development study was to describe, evaluate and improve the instructional design process and the work of interdisciplinary design teams. A National Science Foundation (NSF) funded, Transforming Undergraduate Education in Science (TUES) project was the foundation for this study. The project developed new curriculum materials to teach learning content in unsaturated soils in undergraduate geotechnical engineering classes, a subset of the civil engineering. The study describes the instructional design (ID) processes employed by the team members as they assess the need, develop the materials, disseminate the learning unit, and evaluate its effectiveness, along with the impact the instructional design process played in the success of the learning materials with regard to student achievement and faculty and student attitudes. Learning data were collected from undergraduate geotechnical engineering classes from eight partner universities across the country and Puerto Rico over three phases of implementation. Data were collected from students and faculty that included pretest/posttest scores and attitudinal survey questions. The findings indicated a significant growth in the learning with the students of the faculty who were provided all learning materials. The findings also indicated an overall faculty and student satisfaction with the instructional materials. Observational and anecdotal data were also collected in the form of team meeting notes, personal observations, interviews and design logs. Findings of these data indicated a preference with working on an interdisciplinary instructional design team. All these data assisted in the analysis of the ID process, providing a basis for descriptive and inferential data used to provide suggestions for improving the ID process and the work of interdisciplinary instructional design teams.
ContributorsOrnelas, Arthur (Author) / Savenye, Wilhelmina C. (Thesis advisor) / Atkinson, Robert (Committee member) / Bitter, Gary (Committee member) / Houston, Sandra (Committee member) / Arizona State University (Publisher)
Created2015