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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 thesis is explaining the background, methods, discussions, and future work of developing a low-budget, variable-length, Arduino-based robotics unit for a 5th-7th grade classroom. The main motivation for the Thesis came from self-motivation and a lack of K-12th grade teachers’ teaching robotics. The end goal of the Thesis

This thesis is explaining the background, methods, discussions, and future work of developing a low-budget, variable-length, Arduino-based robotics unit for a 5th-7th grade classroom. The main motivation for the Thesis came from self-motivation and a lack of K-12th grade teachers’ teaching robotics. The end goal of the Thesis would be to teach primary school teachers how to teach robotics in the hopes that it would be taught in their classrooms. There have been many similar robotics or Arduino-based curricula that do not fit the preferred requirement for this thesis but do provide some level of guidance for future development. The method of the Thesis came in four main phases: 1) setup, 2) pre-unit phase, 3) unit phase, and 4) post unit phase. The setup focused primarily on making a timeline and researching what had already been done. The pre-unit phase focused primarily on the development of a new lesson plan along with a new robot design. The unit phase was primarily focused around how the teacher was assisted from a distance. Lastly, the post unit phase was when feedback was received from the teacher and the robots were inventoried to determine if, and what, damage occurred. There are many ways in which the lesson plan and robot design can be improved. Those improvements are the basis for a potential follow-up master’s thesis following the provided timeline.
ContributorsLerner, Jonah Benjamin (Author) / Carberry, Adam (Thesis director) / Walters, Molina (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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 project examined the need for Science, Technology, Engineering, and Math (STEM) activities within a specific modality (centers) and their potential influence on elementary students with a particular emphasis on gender. STEM is an interdisciplinary curriculum that seeks to seamlessly incorporate science, technology, engineering, and math. Due to the increasing

This project examined the need for Science, Technology, Engineering, and Math (STEM) activities within a specific modality (centers) and their potential influence on elementary students with a particular emphasis on gender. STEM is an interdisciplinary curriculum that seeks to seamlessly incorporate science, technology, engineering, and math. Due to the increasing demand for STEM professions and proficiency within each aspect, the education system and individual educators require lessons and modalities that motivate learning in each of these areas. Administrators and teachers need creative ways to provide effective STEM implementation. Currently, the education system as a whole lacks creative and motivating material for these four domains. Not only this, but there has been a misunderstanding in regard to what effective STEM implementation entails, as well as a dearth of classroom ready lessons for educators. As a result, this thesis project developed a way to implement STEM through the use of learning centers. Learning centers are defined as designated areas within a classroom that allow easy access to a variety of learning materials. Within these centers are activities that reinforce concepts by using inquiry-based learning. Learning centers are effective in developing additional concepts or providing students with a greater breadth of knowledge on a concept. This thesis project developed three STEM learning center activity boxes and two STEM learning center outlines. Creating effective STEM learning centers and outlines was a multistep process. The first step was to develop a 3E lesson plan for each activity. Once the lesson plans were revised and complete, the creation of the three activity boxes was next. To create the activity boxes, all the required materials and worksheets were gathered and printed. From there, the next step was to implement the learning centers in a classroom to observe the results and propose any modifications. Afterwards, a reflection detailing the results and modifications was made. In the end, the goal of this project was to develop easily implemented STEM activities for my future classroom. Coming up with a creative way to get kids curious and excited about STEM is key in building STEM awareness. Not only did my project create STEM activities I can implement, but it also allowed me the opportunity to share my activities with other teachers. As a result, influencing the spread of STEM amongst future and current teachers.
ContributorsSchott, Nicole Elizabeth (Author) / Walters, Molina (Thesis director) / Oliver, Jill (Committee member) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
STEM has increasingly become a buzz word in the world of education. According to Briener, et. al. (2012), the most common perspective of STEM education is teaching the integrated disciplines of science, technology, engineering, and mathematics as "one cohesive entity" instead of as separate subjects (p. 5). Prioritizing a STEM

STEM has increasingly become a buzz word in the world of education. According to Briener, et. al. (2012), the most common perspective of STEM education is teaching the integrated disciplines of science, technology, engineering, and mathematics as "one cohesive entity" instead of as separate subjects (p. 5). Prioritizing a STEM focus is a tactic many schools are beginning to adapt and one the United States government is financially backing, contributing significantly to the popularity of the movement (Briener, et.al., 2012). Across the nation, schools are making strides towards incorporating more STEM activities, and many school districts are designating entire schools as STEM schools. These STEM schools distinguish themselves with consistent commitment and attention to aspects of the STEM fields within instruction, including research opportunities for students, 21st Century skills, and a variety of learning environments. Bridges Elementary is one such identified STEM school that exemplifies these criteria, amongst others, setting a precedent for STEM schools to come.
ContributorsFefolt, Molly Lynn (Author) / Walters, Molina (Thesis director) / Oliver, Jill (Committee member) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Clean and accessible drinking water is a crucial and limited resource. As the world's population grows and demand increases, water resources will become more limited. This project aims to educate students on water resources, drinking water, and how biomimicry can allow society to improve its water usage. The project consists

Clean and accessible drinking water is a crucial and limited resource. As the world's population grows and demand increases, water resources will become more limited. This project aims to educate students on water resources, drinking water, and how biomimicry can allow society to improve its water usage. The project consists of a ten day unit plan which addresses several water topics such as: the various uses of water, water distribution, where drinking water comes from, the water treatment process, and more. After establishing background knowledge on water and surrounding issues, the students will be challenged to design a water bottle using biomimicry. Biomimicry is looking at nature to draw and inspire solutions to human problems. This unit has been optimized for use by elementary teachers. The ten day unit consists of a lesson summary, objectives, standards, and recommended activities for each day. Of the ten days, three lesson plans were fully developed using the 5E format. The research supporting this project is compiled in the following report.
ContributorsSalik, Rachael (Co-author) / Burke, Aurora (Co-author) / Walters, Molina (Thesis director) / Larson, Kelli L. (Committee member) / Civil, Environmental and Sustainable Engineering Programs (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
As a Country, the United States is continually falling behind academically when compared to other Nations. Therefore, the purpose of my Honors Thesis is to enlighten others on the importance of incorporating science, technology, engineering, and mathematics (STEM) into our classrooms. When students have the chance to partake in hands

As a Country, the United States is continually falling behind academically when compared to other Nations. Therefore, the purpose of my Honors Thesis is to enlighten others on the importance of incorporating science, technology, engineering, and mathematics (STEM) into our classrooms. When students have the chance to partake in hands on, inquiry based lessons, their new knowledge for the subject increases drastically. However, completing STEM lessons in the classroom is a challenging task. For this reason, I have designed a unit's worth of lesson plans, where the unit encompasses science, technology, engineering, and mathematics. These STEM lessons are inquiry-based so that students get an understanding that science is a learning process, not just a group of facts to be memorized. The lessons are written in the 5E format, as this format is based on the way human beings learn. I wanted to make this as easy as possible for teachers to bring inquiry-based STEM learning into the classroom. When students are allowed to take control of their own learning and make discoveries for themselves, they are going to realize the excitement that comes with STEM. This will lead more students to pursue STEM careers, thus helping bring the United States back to a competitive level academically.
ContributorsPiatak, Mary Frances (Author) / Oliver, Jill (Thesis director) / Walters, Molina (Committee member) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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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