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The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05
Description
This thesis focuses on increasing the presence of the W. P. Carey Leaders Academy at ASU Polytechnic through a comprehensive examination of the student population. Key findings derived from observations, surveys, and in-depth interviews, highlight the necessity of adapting the organization’s structure to align with the unique characteristics of ASU

This thesis focuses on increasing the presence of the W. P. Carey Leaders Academy at ASU Polytechnic through a comprehensive examination of the student population. Key findings derived from observations, surveys, and in-depth interviews, highlight the necessity of adapting the organization’s structure to align with the unique characteristics of ASU Polytechnic. The research identifies first-year student engagement, commuting challenges, and the impact of exclusive "Business Behind" events as crucial aspects to our investigation. The thesis emphasizes the need for future research to build upon its foundations and highlights the importance of understanding the specific needs of ASU Polytechnic’s student population. Overall, the study contributes to the existing knowledge on Leaders Academy by identifying campus differences and fostering a deeper understanding of ASU Polytechnic’s culture, with the hope of inspiring further investigations to strengthen the presence of Leaders Academy at Polytechnic.
ContributorsSalazar Calderon, Andrea (Author) / Ostrop, Danielle (Co-author) / Manfredo, Mark (Thesis director) / Personale, Caitlin (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2024-05
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This thesis explores data-driven engagement strategies for the ASU Baseball team to implement in order to increase student attendance at their home games, held at Phoenix Municipal Stadium, given that all general students have a financial buy-in to their collegiate athletic programs. Developing a loyal fan base is essential to

This thesis explores data-driven engagement strategies for the ASU Baseball team to implement in order to increase student attendance at their home games, held at Phoenix Municipal Stadium, given that all general students have a financial buy-in to their collegiate athletic programs. Developing a loyal fan base is essential to a team’s overall success, leading to an increased sense of pride and passion for on-field heroism. Our research team's focus was on analyzing the brand positioning of the Sun Devil Baseball program to determine what opportunities exist within the program. Our methods included collecting secondary data and conducting primary research via a Qualtrics survey administered to undergraduate students on ASU’s campus. The survey results were then used to propose data-driven engagement strategies covering various aspects of campus life in order to provide a well-designed value proposition. Additionally, we used findings from our secondary data to evolve our recommendations past student attendance and into overall presence as well. Through conducting research of different histories, examining the current situation, then identifying an opportunity to grow along with a plan of action, this creative project will cover multiple key areas of a student brand report.
ContributorsPersonale, Caitlin (Author) / Berge, Nicole (Co-author) / Mokwa, Michael (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / School of Community Resources and Development (Contributor) / Department of Marketing (Contributor)
Created2022-05