Matching Items (27)
148326-Thumbnail Image.png
Description

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching students life skills, social skills, and emotional intelligence.<br/>In order to prove the value of our service, StreetWise conducted a survey that asked students about their habits, thoughts on stress, and their future. Students from Arizona State University were surveyed with questions on respondent background, employment, number one stressor, preferred learning method, and topics that students were interested in learning. We found that students’ number one stressor was school but was interested in learning skills that would prepare them for their future after graduation. We used the results to make final decisions so that StreetWise could offer lessons that students would get the most value out of. This led to us conducting a second survey which included mock ups of the website, examples of interactive lesson plans, and an overview of the app. Students from the first survey were surveyed in addition to new respondents. This survey was intended for us to ensure that our service would maintain its value to students with the aesthetic and interface that we envisioned.

ContributorsWard, William Henry (Co-author) / Ahir, Hiral (Co-author) / Compton, Katherine (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Materials Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
148327-Thumbnail Image.png
Description

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching students life skills, social skills, and emotional intelligence.<br/>In order to prove the value of our service, StreetWise conducted a survey that asked students about their habits, thoughts on stress, and their future. Students from Arizona State University were surveyed with questions on respondent background, employment, number one stressor, preferred learning method, and topics that students were interested in learning. We found that students’ number one stressor was school but was interested in learning skills that would prepare them for their future after graduation. We used the results to make final decisions so that StreetWise could offer lessons that students would get the most value out of. This led to us conducting a second survey which included mock ups of the website, examples of interactive lesson plans, and an overview of the app. Students from the first survey were surveyed in addition to new respondents. This survey was intended for us to ensure that our service would maintain its value to students with the aesthetic and interface that we envisioned.

ContributorsCompton, Katherine May (Co-author) / Ahir, Hiral (Co-author) / Ward, William (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Dean, W.P. Carey School of Business (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
148328-Thumbnail Image.png
Description

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching

Stress for college students is nothing new and as more kids go to college the number of cases are on the rise. This issue is apparent at colleges across the nation including Arizona State University. StreetWise aims to help students prevent or appropriately deal with stress through interactive lessons teaching students life skills, social skills, and emotional intelligence.<br/>In order to prove the value of our service, StreetWise conducted a survey that asked students about their habits, thoughts on stress, and their future. Students from Arizona State University were surveyed with questions on respondent background, employment, number one stressor, preferred learning method, and topics that students were interested in learning. We found that students’ number one stressor was school but was interested in learning skills that would prepare them for their future after graduation. We used the results to make final decisions so that StreetWise could offer lessons that students would get the most value out of. This led to us conducting a second survey which included mock ups of the website, examples of interactive lesson plans, and an overview of the app. Students from the first survey were surveyed in addition to new respondents. This survey was intended for us to ensure that our service would maintain its value to students with the aesthetic and interface that we envisioned.

ContributorsAhir, Hiral V (Co-author) / Compton, Katherine (Co-author) / Ward, William (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
136923-Thumbnail Image.png
Description
This project studies trends in the corporate wellness sphere and what companies are currently doing to promote wellness among their employees. It outlines several key studies on diabetes and obesity and shows the economic impact these lifestyle diseases have on the healthcare system. It also covers how the Affordable Care

This project studies trends in the corporate wellness sphere and what companies are currently doing to promote wellness among their employees. It outlines several key studies on diabetes and obesity and shows the economic impact these lifestyle diseases have on the healthcare system. It also covers how the Affordable Care Act is supporting preventative behavior, how companies are promoting wellness, and the long-term benefits of doing so. It examines the effectiveness of current corporate wellness programs, highlights best practices, and identifies areas for improvement. These findings are used to propose a realistic, holistic corporate wellness plan that will promote wellness among employees and reduce a companies' long-term healthcare costs.
ContributorsRobottom, Danielle P. (Author) / Hall, Rick (Thesis director) / Levinson, Simin (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-05
136946-Thumbnail Image.png
Description
This project studies trends in the corporate wellness sphere and what companies are currently doing to promote wellness among their employees. It outlines several key studies on diabetes and obesity and shows the economic impact these lifestyle diseases have on the healthcare system. It also covers how the Affordable Care

This project studies trends in the corporate wellness sphere and what companies are currently doing to promote wellness among their employees. It outlines several key studies on diabetes and obesity and shows the economic impact these lifestyle diseases have on the healthcare system. It also covers how the Affordable Care Act is supporting preventative behavior, how companies are promoting wellness, and the long-term benefits of doing so. It examines the effectiveness of current corporate wellness programs, highlights best practices, and identifies areas for improvement. These findings are used to propose a realistic, holistic corporate wellness plan that will promote wellness among employees and reduce a companies' long-term healthcare costs.
ContributorsRobottom, Danielle P. (Author) / Hall, Rick (Thesis director) / Levinson, Simin (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-05
Description
Background: The American Heart Association has created an Official 2012 Hands-Only CPR Instructional Video that is approximately one minute in length and has been viewed over 600,000 times on YouTube. Objective: To evaluate the video's effectiveness in teaching adolescents aged 12-17 hands-only CPR. Methodology: The study took place in the

Background: The American Heart Association has created an Official 2012 Hands-Only CPR Instructional Video that is approximately one minute in length and has been viewed over 600,000 times on YouTube. Objective: To evaluate the video's effectiveness in teaching adolescents aged 12-17 hands-only CPR. Methodology: The study took place in the Phoenix metropolitan area. Study participants were recruited from high schools, junior high schools and the Tempe Boys & Girls Club. The 100 study participants took a short, four question survey and watched video on either a laptop computer or video projector. Participants were then subjected to a cardiac arrest mock scenario in which they were tested on calling 911, compression rate, compression depth, and hand placement using a Lifeform CPArlene Recording Manikin. In analysis of the data, subjects were separated into four groups: 12-14 year olds (middle school aged) who had previous CPR training (MSG-T), 12-14 year olds with no previous training (MSG-U), 15-17 year olds (high school aged) who had previous training (HSG-T) and 15-17 year olds with no previous training (HSG-U). Results: Every study participant performed hands-only CPR during the mock scenario. Between the two middle school-aged groups, the MSG-U was more likely to call 911 during the mock scenario (P<0.05). There were no significant differences in compression rate and depth between the MSG-U and MSG-T. Between the two high school-aged groups, the HSG-T was more likely to call 911 during the mock scenario (P<0.05). There was no significant difference in compression rate between the HSG-T and HSG-U groups. The HSG-T compressed the chest significantly deeper than the HSG-U group (P<0.05). The HSG-T was the only group to statistically be on par with the AHA recommended 100 compressions/minute (P<0.05). All other groups were significantly below the 100 compressions/minute standard. No groups were statistically on par with the AHA recommended compression depth of two inches. Conclusion: The Official 2012 Hands-Only Instructional Video should not be used as a definitive training tool to teach school-aged adolescents hands-only CPR. This video, as well as other similar training videos, would be useful as introductory tools for children 12-14 years of age or as a refresher for older children who have received previous training.
ContributorsChoppi, Joseph Anthony (Author) / Johnston, Carol (Thesis director) / Hall, Rick (Committee member) / Gross, Toni (Committee member) / Barrett, The Honors College (Contributor) / Department of Chemistry and Biochemistry (Contributor)
Created2013-05
147571-Thumbnail Image.png
Description

Living a healthy and balanced life can be difficult for college students at Arizona State<br/>University due to the barrier of high cost of healthy food. To understand more about this problem<br/>we conducted research on the Tempe campus through surveys and virtual focus groups. We<br/>discovered that the cost of healthy food

Living a healthy and balanced life can be difficult for college students at Arizona State<br/>University due to the barrier of high cost of healthy food. To understand more about this problem<br/>we conducted research on the Tempe campus through surveys and virtual focus groups. We<br/>discovered that the cost of healthy food is one of the main barriers preventing students from<br/>eating healthy. We also learned that the students would be more willing to eat healthier if they<br/>could access healthy foods at a more reasonable price. Our solution to this problem was Eunoia,<br/>a service that allows students to receive discounts on healthy food and incentivize them to eat<br/>healthier in the future. Our company creates an innovative relationship between our customers,<br/>their private health insurance companies and local grocery stores throughout the Phoenix Metro<br/>area. Students at Arizona State University will be able to purchase healthy food items discounted<br/>by up to 30%. These discounts will be funded by their health insurance companies as well as the<br/>local grocery stores they purchase from. Our business model allows our customers to live<br/>healthier lives while also providing value to partnered health insurance companies and grocery<br/>stores. Once we established our business model, we spoke with students at Arizona State<br/>University and representatives from health insurance companies. Through these demographics,<br/>we received positive feedback and early traction with our idea. Our goal is to be able to<br/>implement our product in the Arizona State University community and then expand this product<br/>into a more general market to help all people live a pure and balanced life.

ContributorsEvans, Hayden Curtis (Co-author) / Wijesinghe, Megan (Co-author) / Zimprich, Preston (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / School of Molecular Sciences (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147774-Thumbnail Image.png
Description

Obesity rates among adults have steadily grown in recent decades all the way up to 42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control and Prevention, 2021). A major reason for this rise is increased consumption of processed, high-calorie foods.

Obesity rates among adults have steadily grown in recent decades all the way up to 42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control and Prevention, 2021). A major reason for this rise is increased consumption of processed, high-calorie foods. People eat these foods at a young age and develop bad eating habits that can last for the rest of their lives. It is essential to intervene early and help adolescents form balanced, healthy eating habits before bad habits are already formed. Our solution to this problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy food items, such as a bag of carrots, and on the packaging there will be a QR code. They will then be able to scan the code on our website, and earn points which will unlock in-game items and other rewards. Video game rewards act as effective motivators for you people to eat more healthy foods. After the solution was formulated, a preliminary survey was conducted to confirm that video game related rewards would inspire children to eat more healthy foods. Based on those results, we are currently in the process of running a secondary market research campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers would be to partner with large gaming studios and food producers. This would allow us access to many gaming franchises, so that rewards are available from a wide variety of games: making the platform appealing to a diverse audience of gamers. Similarly, a relationship with large food producers would give us the ability to place QR codes on a greater assortment of healthy food items. Although no relationships with large companies have been forged yet, we plan to utilize funding to test our concept on small focus groups in schools.

ContributorsMckearney, John Joseph (Co-author) / Wong, Brendan (Co-author) / Kim, Hwan (Co-author) / Davis, Benjamin (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / College of Health Solutions (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147553-Thumbnail Image.png
Description

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods at a young age and develop bad eating habits that can<br/>last for the rest of their lives. It is essential to intervene early and help adolescents form<br/>balanced, healthy eating habits before bad habits are already formed. Our solution to this<br/>problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with<br/>healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy<br/>food items, such as a bag of carrots, and on the packaging there will be a QR code. They will<br/>then be able to scan the code on our website, and earn points which will unlock in-game items<br/>and other rewards. Video game rewards act as effective motivators for you people to eat more<br/>healthy foods. After the solution was formulated, a preliminary survey was conducted to<br/>confirm that video game related rewards would inspire children to eat more healthy foods.<br/>Based on those results, we are currently in the process of running a secondary market research<br/>campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers<br/>would be to partner with large gaming studios and food producers. This would allow us access to<br/>many gaming franchises, so that rewards are available from a wide variety of games: making the<br/>platform appealing to a diverse audience of gamers. Similarly, a relationship with large food<br/>producers would give us the ability to place QR codes on a greater assortment of healthy food<br/>items. Although no relationships with large companies have been forged yet, we plan to utilize<br/>funding to test our concept on small focus groups in schools

ContributorsKim, Hwan (Co-author) / Wong, Brendan (Co-author) / Davis, Ben (Co-author) / Mckearney, Jack (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
148268-Thumbnail Image.png
Description

Obesity rates among adults have steadily grown in recent decades all the way up to 42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control and Prevention, 2021). A major reason for this rise is increased consumption of processed, high-calorie foods.

Obesity rates among adults have steadily grown in recent decades all the way up to 42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control and Prevention, 2021). A major reason for this rise is increased consumption of processed, high-calorie foods. People eat these foods at a young age and develop bad eating habits that can last for the rest of their lives. It is essential to intervene early and help adolescents form balanced, healthy eating habits before bad habits are already formed. Our solution to this problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy food items, such as a bag of carrots, and on the packaging there will be a QR code. They will then be able to scan the code on our website, and earn points which will unlock in-game items and other rewards. Video game rewards act as effective motivators for you people to eat more healthy foods. After the solution was formulated, a preliminary survey was conducted to confirm that video game related rewards would inspire children to eat more healthy foods. Based on those results, we are currently in the process of running a secondary market research campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers would be to partner with large gaming studios and food producers. This would allow us access to many gaming franchises, so that rewards are available from a wide variety of games: making the platform appealing to a diverse audience of gamers. Similarly, a relationship with large food producers would give us the ability to place QR codes on a greater assortment of healthy food items. Although no relationships with large companies have been forged yet, we plan to utilize funding to test our concept on small focus groups in schools.

ContributorsWong, Brendan (Co-author) / Davis, Ben (Co-author) / Kim, Hwan (Co-author) / McKearney, John (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05