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An integral part of teacher development are teacher observations. Many teachers are observed once or twice a year to evaluate their performance and hold them accountable for meeting standards. Instructional coaches, however, observe and work with teachers to help them reflect on their performance, with the goal of improving their

An integral part of teacher development are teacher observations. Many teachers are observed once or twice a year to evaluate their performance and hold them accountable for meeting standards. Instructional coaches, however, observe and work with teachers to help them reflect on their performance, with the goal of improving their practice. Video-based evidence has long been used in connection with teacher reflection and as the technology necessary to record video has become more readily available, video recordings have found an increasing presence in teacher observations. In addition, more and more schools are turning to mobile technology to help record evidence during teacher observations. Several mobile applications have been developed, which are designed to help instructional coaches, administrators, and teachers make the most of teacher observations. This study looked at the use of the DataCapture mobile application to record video-based evidence in teacher observations as part of an instructional coaching program in a large public school district in the Southwestern United States. Six instructional coaches and two teachers participated in interviews at the end of the study period. Additional data was collected from the DataCapture mobile application and from a survey of instructional coaches conducted by the school district in connection with its Title I programs. Results show that instructional coaches feel that using video-based evidence for teacher reflection is effective in a number of ways. Teachers who have experienced seeing themselves on video also felt that video-based evidence is effective at improving teacher reflection, while teachers who have not yet experienced seeing themselves on video displayed extreme apprehensiveness about being video recorded in the classroom. Instructional coaches felt the DataCapture mobile application was beneficial in teacher evaluation, but there were several issues that impacted the use of the mobile application and video-based evidence, including logistics, time requirements, and administrative support. The discussion focuses on recommendations for successfully using video-based evidence in an instructional coaching context, as well as some suggestions for other researchers attempting to study how video-based evidence impacts teachers' ability to reflect on their own teaching.
ContributorsShewell, Justin Reed (Author) / Bitter, Gary (Thesis advisor) / Dawson, Edwin (Committee member) / Blair, Heidi (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Strong communities are important for society. One of the most important community builders, making friends, is poorly supported online. Dating sites support it but in romantic contexts. Other major social networks seem not to encourage it because either their purpose isn't compatible with introducing strangers or the prevalent methods of

Strong communities are important for society. One of the most important community builders, making friends, is poorly supported online. Dating sites support it but in romantic contexts. Other major social networks seem not to encourage it because either their purpose isn't compatible with introducing strangers or the prevalent methods of introduction aren't effective enough to merit use over real word alternatives. This paper presents a novel digital social network emphasizing creating friendships. Research has shown video chat communication can reach in-person levels of trust; coupled with a game environment to ease the discomfort people often have interacting with strangers and a recommendation engine, Zazzer, the presented system, allows people to meet and get to know each other in a manner much more true to real life than traditional methods. Its network also allows players to continue to communicate afterwards. The evaluation looks at real world use, measuring the frequency with which players choose the video chat game versus alternative, more traditional methods of online introduction. It also looks at interactions after the initial meeting to discover how effective video chat games are in creating sticky social connections. After initial use it became apparent a critical mass of users would be necessary to draw strong conclusions, however the collected data seemed to give preliminary support to the idea that video chat games are more effective than traditional ways of meeting online in creating new relationships.
ContributorsSorensen, Asael (Author) / VanLehn, Kurt (Thesis advisor) / Liu, Huan (Committee member) / Burleson, Winslow (Committee member) / Arizona State University (Publisher)
Created2011
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Description
During the first half of the last decade, there was a heated debate regarding what type of critical approach best suits the study of video games. Those who argued for approaches traditionally associated with narrative studies were primarily interested in video games as a new frontier for storytelling. The opposition

During the first half of the last decade, there was a heated debate regarding what type of critical approach best suits the study of video games. Those who argued for approaches traditionally associated with narrative studies were primarily interested in video games as a new frontier for storytelling. The opposition claimed that video games are not systems for storytelling, and that applying literature and film theories to video games dismisses the interactive nature of video games as games. The argument was bitter, but ended abruptly with no clear results or consensus. Yet are narratology and ludology, the two proposed critical theories, so disparate that the use of one means the exclusion of the other? This paper suggests the possibility that narratology and ludology share more in common than critics have thus far realized. Both games and story share themes of conflict, and in focalizing on the antagonist of single-player video games it becomes possible to trace the development of conflict and how it functions in the video game medium. In analyzing antagonists and the conflict they embody, it becomes apparent that narratology and ludology are not so incompatible in their methodologies and assumptions. Finally, because video games themselves are a multifaceted medium, it is only appropriate that critics use multiple theoretical approaches in their analysis to broaden critical knowledge of how the medium functions.
ContributorsNeel, James (Author) / Hayes, Elisabeth (Thesis advisor) / Gee, James P (Committee member) / Daer, Alice (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Research in fulfillment of the degree of Doctor of Musical Arts in performance has included CD recording projects, commissions of new pieces, as well as papers on existing pieces that push the performer beyond traditional playing by incorporating extended techniques, multimedia, technology, or movement. This study attempts to synthesize these

Research in fulfillment of the degree of Doctor of Musical Arts in performance has included CD recording projects, commissions of new pieces, as well as papers on existing pieces that push the performer beyond traditional playing by incorporating extended techniques, multimedia, technology, or movement. This study attempts to synthesize these ideas by commissioning a new work for clarinet and electronics that can be performed alone, combined with movement, or with an interactive video accompaniment. Primary work for this project has been the audio recording, music video, and live dance performance of the new work, entitled Agents of Espionage, which can be viewed at: http://www.youtube.com/watch?v=SAZ20kCb0Qg or http://www.youtube.com/watch?v=94- C7wWTeKs&context;=C4063fdcADvjVQa1PpcFPv1fBtuWcqgV638q_BRacH7 XWR-xy1B7A=. The entirety of the project, including creating the music, video, audio recordings, and dance was completed on a limited budget of under $500USD, using all student performers and creators. The accompanying written document outlines the various steps for completing each portion of the project, interviews with the artists involved, including Zachary Bramble, composer; Jason Mills, videographer; and Jacquelyn Achord, choreographer; and an analysis of the music from the performer's perspective. This paper should convey ideas about how future undertakings of this sort are possible. This work has been greatly inspired by Martin Fröst and his collaboration with Fredrik Hogberg on the piece The Invisible Duet.
ContributorsViliunas, Brian Bodo (Author) / Spring, Robert (Thesis advisor) / Hill, Gary (Committee member) / Marshall, Kimberly (Committee member) / Schuring, Martin (Committee member) / Rogers, Rodney (Committee member) / Gardner, Joshua (Committee member) / Arizona State University (Publisher)
Created2012
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Description
I believe the human mind is not an accurate reproducer of objects and events, but a tool that constructs their qualities. Philosophers Bowman Clarke, James John, and Amy Kind have argued for and against similar points, while Daniel Hoffman and Jay Dowling have debated cases from a psychological perspective.

I believe the human mind is not an accurate reproducer of objects and events, but a tool that constructs their qualities. Philosophers Bowman Clarke, James John, and Amy Kind have argued for and against similar points, while Daniel Hoffman and Jay Dowling have debated cases from a psychological perspective. My understanding of their discourse surfaces in Cognize Normal-Like Pleez, a video installation designed to capture the enigmatic connection between perceivers and the things they perceive. The composition encapsulates this theme through a series of five videos that disseminate confusing imagery paired with mangled sounds. The miniatures operate in sequence on computer monitors set inside a haphazardously ornamented tower. Though the original sources for each video communicate clear, familiar subjects, the final product deliberately obscures them. Sometimes sounds and images flicker for only brief moments, perhaps too fast for the human mind to fully process. Though some information comes through, important data supplied by the surrounding context is absent.

I invite the audience to rationalize this complexing conglomerate and reflect on how their established biases inform their opinion of the work. Each person likely draws from his or her experiences, cultural conditioning, knowledge, and other personal factors in order to create an individual conceptualization of the installation. Their subjective conclusions reflect my belief concerning a neurological basis for the origin of qualities. One’s connection to Cognize’s images and sounds, to me, is not derived solely from characteristics inherent to it, but also endowed by one’s mind, which not only constructs the attributes one normally associates with the images and sounds (as opposed to the physics and biology that lead to their construction), but also seamlessly incorporates the aforementioned biases. I realize my ideas by focusing the topics of the videos and their setting around the transmission of information and its obfuscation. Just as one cannot see or hear past the perceptual barriers in Cognize, I believe one cannot escape his or her mind to “sense” qualities in an objective, disembodied manner, because the mind is necessary for perception.
ContributorsLempke, John Paul (Author) / Suzuki, Kotoka (Thesis advisor) / Knowles, Kristina (Committee member) / Stover, Chris (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The Internet of Things (IoT) has become a more pervasive part of everyday life. IoT networks such as wireless sensor networks, depend greatly on the limiting unnecessary power consumption. As such, providing low-power, adaptable software can greatly improve network design. For streaming live video content, Wireless Video Sensor Network Platform

The Internet of Things (IoT) has become a more pervasive part of everyday life. IoT networks such as wireless sensor networks, depend greatly on the limiting unnecessary power consumption. As such, providing low-power, adaptable software can greatly improve network design. For streaming live video content, Wireless Video Sensor Network Platform compatible Dynamic Adaptive Streaming over HTTP (WVSNP-DASH) aims to revolutionize wireless segmented video streaming by providing a low-power, adaptable framework to compete with modern DASH players such as Moving Picture Experts Group (MPEG-DASH) and Apple’s Hypertext Transfer Protocol (HTTP) Live Streaming (HLS). Each segment is independently playable, and does not depend on a manifest file, resulting in greatly improved power performance. My work was to show that WVSNP-DASH is capable of further power savings at the level of the wireless sensor node itself if a native capture program is implemented at the camera sensor node. I created a native capture program in the C language that fulfills the name-based segmentation requirements of WVSNP-DASH. I present this program with intent to measure its power consumption on a hardware test-bed in future. To my knowledge, this is the first program to generate WVSNP-DASH playable video segments. The results show that our program could be utilized by WVSNP-DASH, but there are issues with the efficiency, so provided are an additional outline for further improvements.
ContributorsKhan, Zarah (Author) / Reisslein, Martin (Thesis advisor) / Seema, Adolph (Committee member) / Papandreou-Suppappola, Antonia (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The SolarSPELL is an offline, ruggedized, digital library, created by Dr. Laura Hosman for the U.S. Peace Corps. It has thousands of pieces of educational content that can be accessed through a self-contained Wi-Fi hotspot on the device itself. Currently, there are more than 200 deployed in several Pacific Island

The SolarSPELL is an offline, ruggedized, digital library, created by Dr. Laura Hosman for the U.S. Peace Corps. It has thousands of pieces of educational content that can be accessed through a self-contained Wi-Fi hotspot on the device itself. Currently, there are more than 200 deployed in several Pacific Island nations. After visiting one of these nations, Tonga, in December of 2016, I learned that almost all of the Peace Corps volunteers stationed around the Pacific Islands suffered from a lack of resources due to a variety of reasons. While the SolarSPELL helps to remedy that, the device is lacking classroom activities and resources for creative work and educational drama. Furthermore, for many students in these environments, schools are for learning information and producing high scores on exams, not for learning about creative strengths and identity. After researching curriculum development and the use of drama in an educational setting, I compiled over 50 pieces of content to include on the SolarSPELL involving art, drama, music, movement, and most importantly, imagination. These resources will allow Peace Corps volunteers to explore additional ways to teach English in their schools, while also creating a classroom environment that allows for creative expression. All the content is compiled into one folder as "Teaching Resources", and is then broken down into seven sub- categories. In the first sub-category, Art Projects, there is a collection of several hands-on projects, many of which involve recyclable or readily available materials. These projects will allow for a greater understanding of conservation and "green" living, concepts that are crucial to the stability of these island nations. The next 5 categories are Drama Readings, Music, Movement, and Video, Group Exercises, Creative Writing, and Worksheets. The second sub- category is a collection of beginner-level "Reader's Theater" scripts. The third sub-category involves music and video to engage students in movement activities. The fourth sub-category is a compilation of group games and activities to help students express themselves and learn social skills. The fifth sub-category includes a collection of activities such as fill-in-the-blank story worksheets and journal prompts which will aid in creative thinking and the practice of the English language. The sixth sub-category involves a collection of worksheets that mainly focus on self-reflection and identity. The seventh and final sub-category, Content Guide and Information, works to explain the benefits of using of drama and creative play in the classroom, as well as strategies teachers can implement in order to further engage their students in dramatic learning and play. Overall, these pieces of content are meant to be used as resources for the Peace Corps volunteers in order to provide alternative ways to practice reading, writing, and speaking the English language, a critical part of education in the Pacific Islands.
ContributorsTaylor, Amanda Nicole (Author) / Hosman, Laura (Thesis director) / McAvoy, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor) / School for the Future of Innovation in Society (Contributor)
Created2017-12
Description
Most reliable nutrition information can be found online, but it can be nearly impossible to differentiate from the unreliable blogs and websites that claim their information is correct. Because of this, it can be difficult for students to determine which information is true and which advice they will follow. During

Most reliable nutrition information can be found online, but it can be nearly impossible to differentiate from the unreliable blogs and websites that claim their information is correct. Because of this, it can be difficult for students to determine which information is true and which advice they will follow. During this time of growth and learning, it is essential that students have access to accurate information that will help them to be healthier individuals for years to come. The goal of this project was to provide students with an easily accessible and reliable resource for nutrition information that was presented in a simple and relatable way. The following videos and attached materials were created in response to ASU student needs and will be available for students on the ASU wellness website. Eating Healthy on a Budget: https://youtu.be/H-IUArD0phY Healthy Choices at Fast Food Restaurants: https://youtu.be/ZxcjBblpRtM Quick Healthy Meals: https://youtu.be/7uIDFe15-dM
ContributorsBaum, Makenna (Author) / Dixon, Kathleen (Thesis director) / Levinson, Simin (Committee member) / School of Nutrition and Health Promotion (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum,

My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum, and with help from my second committee member, Muriel Magenta, I was able to use Audacity to edit the music, Autodesk Maya 2016 to model and animate the animation, the HIDA render farm to render the frames using Maya Software and mentalray, Adobe After Effects CC to assemble and edit the animation, and Adobe Media Encoder to export the end product. The final animation included 20,855 individual frames, totaling to 14 minutes and 28 seconds in length. The project takes the viewer through seven worlds to express the idea of feeling isolated in your home, exploring the world, and then returning home with a new perspective. Each world evokes a different emotion through the interaction of its visual and audio design to allow the viewer to experience the intended storyline without explicit characters or plot detail. Due to the importance of maintaining plot flow, I utilized beautiful, yet difficult, design elements including glass textures, ocean shaders, and paint effects to create drastically different world designs specific to each song. These songs were chosen from a variety of EDM artists and edited to flow together seamlessly through each world and evoke a different emotion. Throughout the thesis process, I gained more skills in animation and editing and greatly improved my ability to use each application. While there is plenty of room to grow, I have improved exponentially as an artist from when I began this project to the moment I completed it.
ContributorsMallik, Ajanta Angie (Author) / Drum, Meredith (Thesis director) / Magenta, Muriel (Committee member) / The Design School (Contributor) / Department of Psychology (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
ContributorsEvans, Bartlett R. (Conductor) / Schildkret, David (Conductor) / Glenn, Erica (Conductor) / Concert Choir (Performer) / Chamber Singers (Performer) / ASU Library. Music Library (Publisher)
Created2018-03-16