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The purpose of this study was to measure the effect of gendered communication on women's behavioral intentions regarding nonprofit and for-profit entrepreneurship. Women represent half of the U.S. workforce, but only about one third of all American entrepreneurs are women. Feminists have argued that because entrepreneurship is largely understood as

The purpose of this study was to measure the effect of gendered communication on women's behavioral intentions regarding nonprofit and for-profit entrepreneurship. Women represent half of the U.S. workforce, but only about one third of all American entrepreneurs are women. Feminists have argued that because entrepreneurship is largely understood as a masculine activity, women — who are predominantly socialized to espouse a feminine gender role — are less likely to become entrepreneurs. Previous scholarship and the particular theoretical lens of social feminism suggest that communication about entrepreneurship that is congruent with a feminine gender role would lead to the recruitment of a greater number of women entrepreneurs. Findings of the current study, however, suggested the opposite, providing support for poststructuralist feminist theory. Women who viewed a feminine entrepreneurship recruiting brochure about entrepreneurship reported themselves to be more feminine and less likely to report intentions to become entrepreneurs than women who viewed a masculine entrepreneurship recruiting brochure. These findings suggested that feminine communication may prime women to think of themselves as feminine, which may then lead them to view themselves as not masculine enough to be entrepreneurs. The applications of these findings stretch beyond engaging more women in entrepreneurship and also extend to scholarship that investigates gender's effects on women's pursuit of other masculine careers, including those in science, technology, engineering, and mathematics. Until the larger discourse on entrepreneurship changes to be inclusive of femininity, it is unlikely that strategies that feminize entrepreneurial activity in controlled situations will have an effect on changing the patterns of women's entrepreneurial intentions.
ContributorsIffert, Audrey (Author) / Montoya, Mitzi M. (Thesis advisor) / Rund, James (Thesis advisor) / Niemczyk, Mary (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The landscape of higher education is constantly evolving. Similar to a wave that washes ashore and transforms the shoreline, the same is occurring with higher education and its "shoreline". With the influx of technology and social media on college and university campuses, higher education institutions have had to grapple with

The landscape of higher education is constantly evolving. Similar to a wave that washes ashore and transforms the shoreline, the same is occurring with higher education and its "shoreline". With the influx of technology and social media on college and university campuses, higher education institutions have had to grapple with whether or not to implement the technology (e.g. mobile devices) and the social mediums (e.g. Facebook, Twitter, YouTube) that accompany these technologies into the academic and social college experiences of the tech-savvy students enrolling in higher education institutions. Higher education's new shoreline is largely being produced by the new paradigms of technology and social media adopted by the Net Generation college student. The forces of the evolving nature of technology are having an enormous impact on higher education practitioners. The prolific transcendence of Smartphones, tablets, and social mediums and the expansion of broadband (e.g. Wi-Fi) are changing student expectations of how higher education practitioners engage, communicate, and connect with the Net Generation college student. The assumption that many higher education practitioners have of social media is that social media primarily consists of Facebook and Twitter. Arguably Facebook and Twitter comprise the primary social avenues students traverse when communicating with friends and family but additionally, these sites can also be utilized for academic and social purposes advantageous to colleges and universities in enhancing the college student experience. The purpose of this study is to understand and describe how the Net Generation college student uses social media in their academic and social college experiences. Through the use of a descriptive analysis, this action research study described how the Net Generation college student uses social media in their academic and social college student experiences.
ContributorsSesterhenn, Shannon Marie (Author) / Ewing, Kris M. (Thesis advisor) / Rodrigue Mcintyre, Lisa (Committee member) / Niemczyk, Mary (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside

Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient.

This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code.

Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed.
ContributorsBaron, Tyler John (Author) / Amresh, Ashish (Thesis advisor) / Nelson, Brian C (Committee member) / Niemczyk, Mary (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Nuclear Power Plants (NPP) have complex and dynamic work environments. Nuclear safety and organizational management rely largely on human performance and teamwork. Multi-disciplinary teams work interdependently to complete cognitively demanding tasks such as outage control. The outage control period has the highest risk of core damage and radiation exposure. Thus,

Nuclear Power Plants (NPP) have complex and dynamic work environments. Nuclear safety and organizational management rely largely on human performance and teamwork. Multi-disciplinary teams work interdependently to complete cognitively demanding tasks such as outage control. The outage control period has the highest risk of core damage and radiation exposure. Thus, team coordination and communication are critically important during this period. The purpose of this thesis is to review and synthesize teamwork studies in NPPs, outage management studies, official Licensee Event Reports (LER), and Inspection Reports (IRs) to characterize team brittleness in NPP systems. Focusing on team brittleness can provide critical insights about how to increase NPP robustness and to create a resilient NPP system. For this reason, more than 900 official LERs and IRs reports were analyzed to understand human and team errors in the United States (US) nuclear power plants. The findings were evaluated by subject matter experts to create a better understanding of team cognition in US nuclear power plants. The results of analysis indicated that human errors could be caused by individual human errors, team errors, procedural errors, design errors, or organizational errors. In addition to these, some of the findings showed that number of reactors, operation year and operation mode could affect the number of reported incidents.
ContributorsAKCA, SALLY SALIHA (Author) / Cooke, Nancy (Thesis advisor) / Niemczyk, Mary (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2020