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With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the Esport community, there is much that is relatively unknown. Consumer behavior patterns of traditional sports has been defined for years, however as the billion dollar a year industry that Esports is, Esport consumer behavior is still taking shape. This thesis will attempt to build upon previous studies conducted by former Arizona State University students to continue to define the Esport consumer. Through quantitative research conducted via an online survey consisting of demographic, behavioral, and psychographic questions, the stereotype of an Esport consumer will be dissolved to reveal their true nature. This study will prove to be an iteration among the previous research by -<br/>• Developing a functional segmentation of Esport consumers, which will allow for marketers within the industry to better understand their audience in their attempts to persuade/incentivize<br/>• Understanding and dissecting the scale of influence that content creators (those who play Esports for the purpose of entertaining through various platforms) and competitive Esport athletes have on certain segmentations of consumers<br/>• Discovering the impact the COVID-19 pandemic has had on certain segmentations in regards to their time spent playing themselves<br/><br/> After compiling results from this questionnaire, marketers that are both endemic and non-endemic brands seeking to partner within the Esports space will have a better understanding of their audience and how to connect with them.
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Traditional instruction of mathematics has relied predominantly on teacher-centered pedagogies or passive learning (e.g lecture). Active learning differs in that it includes student-centered approaches and has been shown to increase student understanding in STEM courses.
The purpose of this study is to explore and discover what elements lead to good problem-solving tasks in an active learning mathematics focused classroom. Elements were determined using interviews with mathematics instructors that currently use active learning techniques and problem-solving tasks in their classrooms. Instructors were asked to describe the process they use for creating tasks. An instructor’s guidebook will be created and made available based on the findings and discoveries of this study on how to create problem-solving tasks.
The three main categories of emergent themes were task structure, task development, and problem-solving environment. The emergent themes in task structure are useful for understanding what elements make a good problem-solving task. Knowing the particular challenges previous instructors faced in creating an active-learning environment will help instructors avoid common pitfalls. These elements of creating a problem-solving environment will also be included in the guidebook as a class cannot have good problem-solving tasks without an environment conducive to active learning.
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