Matching Items (68)
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Description
This project created a teaching curriculum resource guide for using the popular series, The Hunger Games, in 6th-8th grade classrooms to introduce cultural issues such as child soldiers and international development to students. Studies have shown that literature can cultivate empathy and encourage youth to act. This combined with the

This project created a teaching curriculum resource guide for using the popular series, The Hunger Games, in 6th-8th grade classrooms to introduce cultural issues such as child soldiers and international development to students. Studies have shown that literature can cultivate empathy and encourage youth to act. This combined with the expanding phenomenon of participatory culture and fandom activism as outlined by Henry Jenkins demonstrate the potential for youth to learn and act when given the opportunity and resources to do so. The curriculum is composed of three units: The first is a three-week reading of the books with various activities for students to really understand the narrative and source text. The second and third units address the issues of child soldiers and international development using The Hunger Games as a framework and a keystone to build connections so that these complex issues are accessible to youth. This project is a first step in the development of a curriculum that spans the full trilogy and covers a variety of current event topics.
ContributorsSimpson, Rebecca (Author) / Sivak, Henry (Thesis director) / Blasingame, James (Committee member) / Nelson, Margaret (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2014-05
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DescriptionA small-scale aquaponic system was created to demonstrate the sustainable properties of the system as well as the effectiveness of raising fish and plants symbiotically.
ContributorsSerna, Desiree Marie (Author) / Schoon, Michael (Thesis director) / Peterson, Greg (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2014-05
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Description
Gamification is the process of adding game mechanics to non game activities, thus creating a more engaging environment. Loyals provides a gamification API which can be consumed to add Loyals (achievements) to any website, application, or mobile app. Loyals are used in two major ways: (1) to create an interactive

Gamification is the process of adding game mechanics to non game activities, thus creating a more engaging environment. Loyals provides a gamification API which can be consumed to add Loyals (achievements) to any website, application, or mobile app. Loyals are used in two major ways: (1) to create an interactive environment where users are rewarded for completing tasks and (2) as contextual information useful for analyzing user interaction with the application. The interactive environment inspires users to continue using an application while the contextual information can be used for improving the application to draw in new loyal visitors, ad targeting, creating user profiles, and much more.
ContributorsClaxton, Joshua Allen (Author) / Chen, Yinong (Thesis director) / Collofello, James (Committee member) / Irwin, Don (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
Background: Latinos represent 40.8% of the population in Phoenix (U.S. Census Bureau Population Division, 2010). South Phoenix, also known as the South Mountain Village, defined in geographical terms as area zip codes 85040 and 85042; is a predominantly Latino community comprised of mixed citizenship status households. During the 2010 United

Background: Latinos represent 40.8% of the population in Phoenix (U.S. Census Bureau Population Division, 2010). South Phoenix, also known as the South Mountain Village, defined in geographical terms as area zip codes 85040 and 85042; is a predominantly Latino community comprised of mixed citizenship status households. During the 2010 United States Census 60.3% of the population in South Phoenix identified as Latino, 25.75% of the total population was foreign born. Of the foreign born population, 88.95% were of Latin American origin (United States Census Bureau, 2007-2011 American Community Survey). Understanding how Latino immigrants perceive differences in health between their communities in country of origin and communities in the United States is largely unknown. Irrespective of political positions, understanding how Latino immigrants perceive personal health and the health of their communities is of interest to inform public policy and implement needed interventions in the
public health sphere.
Methods: Semi-structured interviews were collected from 55 adults from the South Phoenix community between November 2009 and September 2010. Interviews were digitally recorded with participant permission and transcribed. Of those collected, 48 transcribed interviews were analyzed using a codebook designed by the researcher. Percent agreement evaluated inter-rater reliability.Results: Latino immigrants in South Phoenix largely agree that health quality is heavily dependent on personal responsibility and not an intrinsic attribute of a given place. Emotional contentedness and distress, both factors of mental health, are impacted by cross-cultural differences between Latino and U.S. culture systems.
Conclusions: As people’s personal perceptions of differences in health are complex concepts influenced by personal backgrounds, culture, and beliefs, attempting to demark a side of the border as ‘healthier’ than the other using personal perceptions is overly simplified and misses central concepts. Instead, exploration of individual variables impacting health allowed this study to gain a more nuanced understanding in how people determine quality of both personal and environmental health. While Latino migrants in South Phoenix largely agree that health is based on personal responsibility and choices, many nonetheless experience higher levels of contentedness and emotional health in their country of origin.
ContributorsGray, Laurel (Author) / Wutich, Amber (Thesis director) / Quiroga, S. Seline (Committee member) / Nelson, Margaret (Committee member) / Slade, B. Alexandra (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2013-05
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Description
The Mimbres tradition of southwestern New Mexico, underwent what can be characterized as continuity with change, a form of non-collapse transformation, from the Late Pithouse (ca. 550-1000 CE) to Classic (ca. 1000-1130 CE) period. Both transitions are characterized by large-scale shifts in housing, settlement patterns, pottery, and mortuary customs.The goal

The Mimbres tradition of southwestern New Mexico, underwent what can be characterized as continuity with change, a form of non-collapse transformation, from the Late Pithouse (ca. 550-1000 CE) to Classic (ca. 1000-1130 CE) period. Both transitions are characterized by large-scale shifts in housing, settlement patterns, pottery, and mortuary customs.The goal of this thesis is to evaluate changes in the intrasite and inter-site frequencies of selected nonlocal items in Mimbres burial contexts dating to the Late Pithouse and Classic periods. Because those living in the Mimbres region seem to have dramatically changed the ways in which they lived and expressed their social identities it is reasonable to assume that their mortuary use of these high-value objects might have also transformed.
ContributorsOwen, Paige Elizabeth (Author) / Nelson, Ben (Thesis director) / Nelson, Margaret (Committee member) / Russell, Will (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2013-12
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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
The following Student Sustainability Consultant's Portfolio was created with the intention of being duplicated and utilized by Arizona State University (ASU) students to build their own Portfolio and to help prepare them for success after graduation. Student Consultants in GreenLight Solutions (GLS) are in a unique position to prepare themselves

The following Student Sustainability Consultant's Portfolio was created with the intention of being duplicated and utilized by Arizona State University (ASU) students to build their own Portfolio and to help prepare them for success after graduation. Student Consultants in GreenLight Solutions (GLS) are in a unique position to prepare themselves to create value for organizations while in school, and then continue to after graduation. When I enrolled in the School of Sustainability as an undergraduate transfer student I heard some constructive criticism from graduates of the school. Those students shared that while they had attained a great theoretical understanding of the science of sustainability, they lacked the ability to apply their knowledge in a practical way. They were struggling with finding work in their field because they could not communicate to employers how their knowledge was useful. They did not know how to apply their sustainability knowledge to create value for an organization. I did not want to have that same problem when I graduated. Enter GreenLight Solutions.
ContributorsKeleher, Kevin Robert (Author) / Schoon, Michael (Thesis director) / Basile, George (Committee member) / Buch, Rajesh (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / Department of Supply Chain Management (Contributor)
Created2013-12
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Description
A new honors class created at Arizona State University utilizes a new "thinking" paradigm. The new paradigm is a problem solution using deductive logic and natural laws to replace the traditional acquisition and usage of detailed knowledge. When utilizing deductive logic, less time is required for students to learn, and

A new honors class created at Arizona State University utilizes a new "thinking" paradigm. The new paradigm is a problem solution using deductive logic and natural laws to replace the traditional acquisition and usage of detailed knowledge. When utilizing deductive logic, less time is required for students to learn, and students are able to resolve unique issues with minimal amounts of information. Students use their logic and processing skills to replace the traditional need of collecting large amounts of detailed information. The concepts taught in the class have come from the industry success of the Best Value (BV) approach developed by a leading research group at Arizona State University over the last 17 years. The research group identified the source of the industry's problem is due to the traditional business approach of management, direction and control (MDC). With over 1500 tests conducted, delivering $5.7B of services, with results showing: 30% decrease in cost, 30% increase in value, and customer satisfaction improvement by up to 140%, the Best Value (BV) approach has been identified as more efficient and can deliver better quality services than the traditional MDC approach. Through the research group's implementation of the new paradigm in higher education, the author identified a windfall effect that was able to give students understanding and an increased ability to cope with stressful situations, disease and extraordinary complications. It also exposed students to potentially harmful practices in their lives and has helped them to change. The study tested in K-12 proved potential value in exposing the paradigm to K-12 students, and what impact it may have on future professionals. The author's results include satisfaction rating of 9.5 (out of 10), increased career alignment by up to 113%, increased understanding of self by up to 70%, and a reduction of stress by up to 71%. The author's K-12 case studies aligned with the successful results shown in the industry and college classes run by the leading research group. The pattern of the new paradigm shows as resistance to it decreases, productivity, efficiency, processing speed, understanding, and effectiveness all increase.
ContributorsRivera, Alfredo (Author) / Kashiwagi, Dean (Thesis director) / Collofello, James (Committee member) / Nelson, Margaret (Committee member) / Barrett, The Honors College (Contributor) / Department of Management (Contributor) / Del E. Webb Construction (Contributor)
Created2013-12
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Description
My project is an examination of the process ASU Tempe campus took to institute an organics collection program. Working from a sustainability science perspective I demonstrate the structural and logistical barriers faced during program creation and expansion. My examination lead to the creation of a manual designed as a tool

My project is an examination of the process ASU Tempe campus took to institute an organics collection program. Working from a sustainability science perspective I demonstrate the structural and logistical barriers faced during program creation and expansion. My examination lead to the creation of a manual designed as a tool for other organizations in which I document ASU's process and provide information on key steps and procedures necessary to implement a unique organics collection program.
ContributorsSchumacher, Katherine Marie (Author) / Schoon, Michael (Thesis director) / Brundiers, Katja (Committee member) / Levine, Alana (Committee member) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor) / School of Sustainability (Contributor)
Created2013-05
Description

This research paper assesses the effectiveness of a remote garden-based learning curriculum in teaching elementary students’ basic systems thinking concepts. Five remote lessons were designed, covering different garden topics, and in order to integrate systems thinking concepts, the Systems Thinking Hierarchical Model was used. This model includes eight emergent characteristics

This research paper assesses the effectiveness of a remote garden-based learning curriculum in teaching elementary students’ basic systems thinking concepts. Five remote lessons were designed, covering different garden topics, and in order to integrate systems thinking concepts, the Systems Thinking Hierarchical Model was used. This model includes eight emergent characteristics of systems thinking necessary for developing systems thinking competency. Five students were given the remote garden-based learning lessons. Student work was evaluated for systems thinking understanding and student outcomes were compared to anticipated learning outcomes. Results suggest that elementary students are able to understand basic systems thinking concepts because student work met anticipated outcomes for four systems thinking characteristics and exceeded anticipated outcomes for one characteristic. These results are significant because they further confirm that elementary-aged students do have the ability to understand systems thinking and they contribute to a growing movement to integrate sustainability education into elementary curriculum.

ContributorsDussault, Ashley (Author) / Weinberg, Andrea (Thesis director) / Schoon, Michael (Committee member) / School of Sustainability (Contributor) / Division of Teacher Preparation (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05