Matching Items (40)
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Description
This is a constructed language made for fictional creatures that will be featured in a novel. The creatures are feral goblins, and they are based on Irish mythology. The novel that the goblins and the language will be featured in is titled MaddConn, and it was written by Jon Bendera.

This is a constructed language made for fictional creatures that will be featured in a novel. The creatures are feral goblins, and they are based on Irish mythology. The novel that the goblins and the language will be featured in is titled MaddConn, and it was written by Jon Bendera. It is an urban fantasy novel. The goblins have a language in the novel because there are a number of goblin characters throughout the story. One of the main characters, Maddi, has to survive amongst the feral goblins for a portion of the novel while another main character, Connor, works his way to her. She has multiple close encounters with them, and also has to find her way around their territory, so she comes into contact with the language many times. Although the language in the story was created to have developed prior to humanity, this constructed language was made to look somewhat similar to human language. As it will be involved in fiction that will be read by humans, it needs to be easily understood by humans. The language reveals features of the goblin culture and anatomy. For instance, it can be seen in the language that their shallow, wide mouths and thin lips influence their phonology. Their physiology influences much of their language. Likewise, they have three fingers on each hand, which influences their number system. As the goblins and their language developed before humans and because they are not human creatures, the typology and word order do not follow all of the correlations found in human languages. All in all, the lexicon includes many words that have to do with three of their favorite things: violence, food, and work.
ContributorsMartinez, Randi Nicole (Author) / Van Gelderen, Elly (Thesis director) / Maring, Heather (Committee member) / Schreyer, Christine (Committee member) / Department of English (Contributor, Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The influence that agent-student interaction has on learning can have significant outcomes in an ITS. Agent-human relationships within ITSs possess elements modeled by teacher-student relationships in the classroom. As a result, student perceptions of pedagogical agents can affect learning outcomes. An efficient environment can depend upon the intention for which

The influence that agent-student interaction has on learning can have significant outcomes in an ITS. Agent-human relationships within ITSs possess elements modeled by teacher-student relationships in the classroom. As a result, student perceptions of pedagogical agents can affect learning outcomes. An efficient environment can depend upon the intention for which the virtual agent is designed. As researchers gain more knowledge on the effect that characteristics outside of language have on learning, agent pedagogies can begin to be developed and perfected. In this research, we investigate the role that the pedagogical agent's gender has in the learning process. Specifically, we examine whether gender of agent interacts with gender of student to influence variables related to affect and motivation in ITSs
ContributorsStone, Melissa Linn (Author) / McNamara, Danielle (Thesis director) / Snow, Erica (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
Do good readers embody more or less? The current investigation examined embodiment effects as a function of individual reading skill in the context of two cognitive theories of reading comprehension. The Construction-Integration model predicts that sensorimotor activity during reading will correlate negatively with reading skill, because good readers focus on

Do good readers embody more or less? The current investigation examined embodiment effects as a function of individual reading skill in the context of two cognitive theories of reading comprehension. The Construction-Integration model predicts that sensorimotor activity during reading will correlate negatively with reading skill, because good readers focus on relations among abstract ideas derived from the text. Supposedly those abstract ideas have little or no sensorimotor content, hence any sensorimotor activity while reading is wasted effort. In contrast, the simulation theory predicts that sensorimotor activity will correlate positively with reading skill, because good readers create a simulation of what is happening within the text to comprehend it. The simulation is based in neural and bodily systems of action, perception, and emotion. These opposing predictions were tested using the reading-by-rotation paradigm to measure embodiment effects. Those effects were then correlated with reading skill measured using the Gates-McGinite standardized reading test. Analyses revealed an unexpected interaction between condition and congruency, and a negative relationship between embodiment and reading skill. Several caveats to the results are discussed.
ContributorsRakestraw, Hannah Marie (Author) / Glenberg, Arthur (Thesis director) / McNamara, Danielle (Committee member) / Van Gelderen, Elly (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor)
Created2013-12
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Description
This thesis compares significant linguistic features of English and Bahasa Indonesia (BI) and examines possible effects of language transfer for Indonesians who speak English as a second language (L2). The thesis first presents a description of BI: 1) phonology (vowels, consonants, stress and intonation), 2) word order (SVO and other

This thesis compares significant linguistic features of English and Bahasa Indonesia (BI) and examines possible effects of language transfer for Indonesians who speak English as a second language (L2). The thesis first presents a description of BI: 1) phonology (vowels, consonants, stress and intonation), 2) word order (SVO and other alternatives, relativization, nominalization, topicalization, questions), 3) the noun phrase (derivation of nouns, modifiers in noun phrases, demonstratives, plurals, personal pronouns), and 4) the verbal system (derivation of verbs, agreement, copulas, passive voice, negation, tense, adverbs, modals/auxiliaries). For the IRB-approved research study, the researcher interviewed ten Indonesians from diverse linguistic, cultural, and educational backgrounds about their experiences learning English and asked them to tell a story in order to elicit use of the past tense. The research sought to determine which errors Indonesian L2 speakers of English often make and which of these errors can be attributed to language transfer. Also, the study examined whether participants seem to be aware of their errors and what pedagogical implications may arise from these findings. Interviews were transcribed, then errors were coded and analyzed to see if the errors that Indonesians often make while speaking English correspond with the main differences between English and BI. The most common error was verb tense. After that, the next most common errors were articles; plurals; prepositions; other verbs; omission of "be" verbs; adjectives; omission of subjects; subject/verb agreement; and languages
ationalities. The thesis also discusses participants' perceptions of differences between BI and English and perceptions of difficulties when learning English, and how these perceptions correspond with their performance in English. While it seems that many of the errors that Indonesian L2 speakers of English are due to language transfer, others are not. Virtually no research has been carried out on language transfer from BI to English, so there is much future research that can be conducted on Indonesians learning English. Language transfer is just one of the relevant topics in the field.
ContributorsTappendorf, Rebecca Christine (Author) / Renaud, Claire (Thesis director) / Suwarno, Peter (Committee member) / Van Gelderen, Elly (Committee member) / School of Music (Contributor) / Barrett, The Honors College (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / Department of English (Contributor)
Created2014-05
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Description
The purposes of the study are to: 1) investigate how students' motivation towards reading is related to their reading comprehension skills, and 2) assess the impact of using an Intelligent Tutoring System to improve comprehension. Interactive Strategy Training for Active Reading and Thinking-3 (iSTART-3) is a game-based tutoring system designed

The purposes of the study are to: 1) investigate how students' motivation towards reading is related to their reading comprehension skills, and 2) assess the impact of using an Intelligent Tutoring System to improve comprehension. Interactive Strategy Training for Active Reading and Thinking-3 (iSTART-3) is a game-based tutoring system designed to improve students' reading comprehension skills. The current study was conducted in South Africa with 8th and 9th graders between the ages of 14 and 18. These students are multilingual and they learn English as a First Additional Language (English-FAL). Firstly, we predict that students who are highly motivated to read will have high comprehension scores than those who are slightly or not at all motivated to read. Secondly, we predict that the use of iSTART-3 will improve students' reading comprehension, regardless of their level of reading motivation, with better results for those who are more motivated to read. Counter to our predictions, the results did not reveal a relation between reading motivation and reading comprehension. Furthermore, an effect of iSTART-3 on reading comprehension was not found. These results were likely influenced by the small sample size and the length of the intervention.
ContributorsSeerane, Thato (Author) / McNamara, Danielle (Thesis director) / Glenberg, Arthur (Committee member) / Lynch, Christa (Committee member) / Department of Psychology (Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.
ContributorsHorner, Kate Elizabeth (Author) / McNamara, Danielle (Thesis director) / McCarthy, Kathryn (Committee member) / Davis, Mary (Committee member) / Division of Teacher Preparation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
In this paper, I will look at recent game studies in three (3) large categories: (1) how games can be used for educational instruction, (2) how games impact players' social skills and behavioral choices, and (3) how games function as a method for satisfying human needs of play and entertainment.

In this paper, I will look at recent game studies in three (3) large categories: (1) how games can be used for educational instruction, (2) how games impact players' social skills and behavioral choices, and (3) how games function as a method for satisfying human needs of play and entertainment. Within each category, several studies will be summarized. I have chosen these three (3) categories in particular because they are the ones I am most interested in and will afford to me the background research with which to define my own path of research and game design.
ContributorsSomers, Michael John (Author) / Devine, Theresa (Thesis director) / McNamara, Danielle (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
What is it like to create your own language? This creative project is an amalgamation of several paper, visual, and online media and is divided into two sections. The first section is the creation of an original fantasy constructed language ("conlang") called Dieva, including setting and background, phonology, morphology, syntax,

What is it like to create your own language? This creative project is an amalgamation of several paper, visual, and online media and is divided into two sections. The first section is the creation of an original fantasy constructed language ("conlang") called Dieva, including setting and background, phonology, morphology, syntax, semantics, pragmatics, language rules, an alphabet and writing system, and vocabulary. The second section is an exercise in applied linguistics, wherein the conlang was shared with the public via media including an online Wikia.com webpage; figures including charts and a map; the development of classroom materials for a hypothetical Dieva language class such as introduction worksheets, practice worksheets, and quizzes on the alphabet and numbers; and a "linguistic challenge" logic puzzle. All materials were then shared with volunteers who gave feedback from a myriad of teaching and non-teaching as well as linguist and non-linguist points of view. Volunteers also attempted to take the quizzes and to solve the "linguistic challenge," and their feedback was integrated into the final versions of the language, worksheets, online webpages, and other work.
ContributorsLambert, Allison Mary (Author) / Van Gelderen, Elly (Thesis director) / Shinabarger, Amy (Committee member) / School of Politics and Global Studies (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
It is no great secret that languages come into contact with each other. From people interacting on the street, to children in school, to nations working on international policies, days do not pass where languages do not collide. And, while this is a well-documented and studied phenomenon with many books

It is no great secret that languages come into contact with each other. From people interacting on the street, to children in school, to nations working on international policies, days do not pass where languages do not collide. And, while this is a well-documented and studied phenomenon with many books devoted to it, it is one that is incomplete. Throughout the course of time, natural and social disasters have impacted language in an unrelentless and undocumented way. The question, therefore, becomes: what happens to the languages of the people who are affected by some sort of disaster? It is well known that there are many factors that affect a language's life and development. However, what about the events like a massive volcanic eruption or the destruction of a population due to genocide? It makes sense to theorize that natural and social disasters could have lasting effects on the languages of the world. As language is one of the most important aspects of human societies, it is crucial to be able to explore and possibly understand any potential patterns of change that are stimulated from different types of devastating events. The disasters that a society undergoes directly alter the language of that people. By studying the patterns of these changes and using integral examples, the key factors of change can be identified and an evaluative system can be developed. By first giving an in-depth overview of the relevant field, Contact Linguistics, understanding the current methods for analyzing language change, and then assessing these for their usefulness in disaster cases, this paper aims to arrive at a new, integrated method for evaluation of these unique situations.
ContributorsGallo, Antonette Lynn (Author) / Van Gelderen, Elly (Thesis director) / Kruger, William (Committee member) / Department of English (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013