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Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students at an individual level and provide the personal attention each

Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students at an individual level and provide the personal attention each student needs. This project aims to provide professors with a tool to quickly respond to the current understanding of the students. This web-based application gives professors the control to quickly ask Java programming questions, and the ability to see the aggregate data on how many of the students have successfully completed the assigned questions. With this system, the students are provided with extra programming practice in a controlled environment, and if there is an error in their program, the system will provide feedback describing what the error means and what steps the student can take to fix it.
ContributorsVillela, Daniel Linus (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Hsiao, Sharon (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Research has shown that the cheat sheet preparation process helps students with performance in exams. However, results have been inconclusive in determining the most effective guiding principles in creating and using cheat sheets. The traditional method of collecting and annotating cheat sheets is time consuming and exhaustive, and fails to

Research has shown that the cheat sheet preparation process helps students with performance in exams. However, results have been inconclusive in determining the most effective guiding principles in creating and using cheat sheets. The traditional method of collecting and annotating cheat sheets is time consuming and exhaustive, and fails to capture students' preparation process. This thesis examines the development and usage of a new web-based cheat sheet creation tool, Study Genie, and its effects on student performance in an introductory computer science and programming course. Results suggest that actions associated with editing and organizing cheat sheets are positively correlated with exam performance, and that there is a significant difference between the activity of high-performing and low-performing students. Through these results, Study Genie presents itself as an opportunity for mass data collection and to provide insight into the assembly process rather than just the finished product in cheat sheet creation.
ContributorsWu, Jiaqi (Co-author) / Wen, Terry (Co-author) / Hsiao, Sharon (Thesis director) / Walker, Erin (Committee member) / Computer Science and Engineering Program (Contributor) / School of Life Sciences (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

In this Barrett Honors Thesis, I developed a model to quantify the complexity of Sankey diagrams, which are a type of visualization technique that shows flow between groups. To do this, I created a carefully controlled dataset of synthetic Sankey diagrams of varying sizes as study stimuli. Then, a pair

In this Barrett Honors Thesis, I developed a model to quantify the complexity of Sankey diagrams, which are a type of visualization technique that shows flow between groups. To do this, I created a carefully controlled dataset of synthetic Sankey diagrams of varying sizes as study stimuli. Then, a pair of online crowdsourced user studies were conducted and analyzed. User performance for Sankey diagrams of varying size and features (number of groups, number of timesteps, and number of flow crossings) were algorithmically modeled as a formula to quantify the complexity of these diagrams. Model accuracy was measured based on the performance of users in the second crowdsourced study. The results of my experiment conclusively demonstrates that the algorithmic complexity formula I created closely models the visual complexity of the Sankey Diagrams in the dataset.

ContributorsGinjpalli, Shashank (Author) / Bryan, Chris (Thesis director) / Hsiao, Sharon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This thesis serves as a baseline for the potential for prediction through machine learning (ML) in baseball. Hopefully, it also will serve as motivation for future work to expand and reach the potential of sabermetrics, advanced Statcast data and machine learning. The problem this thesis attempts to solve is predicting

This thesis serves as a baseline for the potential for prediction through machine learning (ML) in baseball. Hopefully, it also will serve as motivation for future work to expand and reach the potential of sabermetrics, advanced Statcast data and machine learning. The problem this thesis attempts to solve is predicting the outcome of a pitch. Given proper pitch data and situational data, is it possible to predict the result or outcome of a pitch? The result or outcome refers to the specific outcome of a pitch, beyond ball or strike, but if the hitter puts the ball in play for a double, this thesis shows how I attempted to predict that type of outcome. Before diving into my methods, I take a deep look into sabermetrics, advanced statistics and the history of the two in Major League Baseball. After this, I describe my implemented machine learning experiment. First, I found a dataset that is suitable for training a pitch prediction model, I then analyzed the features and used some feature engineering to select a set of 16 features, and finally, I trained and tested a pair of ML models on the data. I used a decision tree classifier and random forest classifier to test the data. I attempted to us a long short-term memory to improve my score, but came up short. Each classifier performed at around 60% accuracy. I also experimented using a neural network approach with a long short-term memory (LSTM) model, but this approach requires more feature engineering to beat the simpler classifiers. In this thesis, I show examples of five hitters that I test the models on and the accuracy for each hitter. This work shows promise that advanced classification models (likely requiring more feature engineering) can provide even better prediction outcomes, perhaps with 70% accuracy or higher! There is much potential for future work and to improve on this thesis, mainly through the proper construction of a neural network, more in-depth feature analysis/selection/extraction, and data visualization.
ContributorsGoodman, Avi (Author) / Bryan, Chris (Thesis director) / Hsiao, Sharon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The nonprofit organization, I Am Zambia, works to give supplemental education to young women in Lusaka. I Am Zambia is creating sustainable change by educating these females, who can then lift their families and communities out of poverty. The ultimate goal of this thesis was to explore and implement high

The nonprofit organization, I Am Zambia, works to give supplemental education to young women in Lusaka. I Am Zambia is creating sustainable change by educating these females, who can then lift their families and communities out of poverty. The ultimate goal of this thesis was to explore and implement high level systematic problem solving through basic and specialized computational thinking curriculum at I Am Zambia in order to give these women an even larger stepping stool into a successful future.

To do this, a 4-week long pilot curriculum was created, implemented, and tested through an optional class at I Am Zambia, available to women who had already graduated from the year-long I Am Zambia Academy program. A total of 18 women ages 18-24 chose to enroll in the course. There were a total of 10 lessons, taught over 20 class period. These lessons covered four main computational thinking frameworks: introduction to computational thinking, algorithmic thinking, pseudocode, and debugging. Knowledge retention was tested through the use of a CS educational tool, QuizIt, created by the CSI Lab of School of Computing, Informatics and Decision Systems Engineering at Arizona State University. Furthermore, pre and post tests were given to assess the successfulness of the curriculum in teaching students the aforementioned concepts. 14 of the 18 students successfully completed the pre and post test.

Limitations of this study and suggestions for how to improve this curriculum in order to extend it into a year long course are also presented at the conclusion of this paper.
ContributorsGriffin, Hadley Meryl (Author) / Hsiao, Sharon (Thesis director) / Mutsumi, Nakamura (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05