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In a COVID-19 world, student engagement has suffered drastically as organizations and universities shifted to an online format. Yet, there is still an opportunity and a space for digital content creation to bridge the gap in a virtual and hybrid university lifestyle. This project looks at how student groups can

In a COVID-19 world, student engagement has suffered drastically as organizations and universities shifted to an online format. Yet, there is still an opportunity and a space for digital content creation to bridge the gap in a virtual and hybrid university lifestyle. This project looks at how student groups can still engage students at ASU Tempe through digital content creation and which tools to use to enter the space.

ContributorsJavangula, Rahul (Author) / O'Flaherty, Katherine (Thesis director) / Shipley, Austen (Committee member) / Watts College of Public Service & Community Solut (Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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This thesis is broken into two parts: the research and the toolkit. The research portion examines the benefits posed by the Barrett Student Engagement team to the Barrett Polytechnic community. Literature on student retention and attrition, inside and outside of an honors curriculum, was reviewed to better understand likely factors

This thesis is broken into two parts: the research and the toolkit. The research portion examines the benefits posed by the Barrett Student Engagement team to the Barrett Polytechnic community. Literature on student retention and attrition, inside and outside of an honors curriculum, was reviewed to better understand likely factors contributing to an increase of attrition rates. The primary question in focus is: “What are the benefits student engagement poses for Barrett Poly students?” followed by the secondary question of: “How can the student engagement team best support Barrett Poly students?” Data from the past five semesters has been collected and analyzed to determine the general trends and the strengths and weaknesses within each of the six engagement pillars. As the position of Student Engagement Assistant requires a fair amount of training for short-term employment (can be held until graduation from ASU), it is beneficial to have a training manual in place for workers to reference. The project has been made available in a hybrid format to best accommodate future changes in procedures and resources. A summary of the additional materials has been included at the end of this report.

ContributorsGriffin, Kiley (Author) / O'Flaherty, Katherine (Thesis director) / Albin, Joshua (Committee member) / Barrett, The Honors College (Contributor) / Engineering Programs (Contributor)
Created2022-05
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Description

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
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Description

While Covid-19 had severe impacts on education across the board, the goal of our research is to examine how virtual learning affected Business Data Analytics and Computer Information Students at Arizona State University. A survey was created to measure three key academic areas (student learning, communication, and student engagement) that

While Covid-19 had severe impacts on education across the board, the goal of our research is to examine how virtual learning affected Business Data Analytics and Computer Information Students at Arizona State University. A survey was created to measure three key academic areas (student learning, communication, and student engagement) that may have experienced a notable change in quality. Forty Nine W.P. Carey students were surveyed and their responses were recorded in a Google Sheet. From there the results were transferred to excel and converted into a Numeric Likert scale. By establishing base scores for each of the survey statements we can isolate areas of virtual learning that underwhelmed or satisfied our target demographic. The objective of the subsequent analysis was to identify any areas within the three focal points that participants felt strongly impacted their performance with virtual schooling during the August 2020 to May 2021 school year.

ContributorsGlynn, Rory (Author) / Briggs, Georgette (Thesis director) / Melo, Juan (Committee member) / O'Flaherty, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2022-05