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The position of Dean of Women was created in response to novel exigencies rising from women’s acceptance to coeducational institutions of higher learning in the late nineteenth century. While these early women administrators had a profound impact on women’s higher education in the United States, their work has received relatively

The position of Dean of Women was created in response to novel exigencies rising from women’s acceptance to coeducational institutions of higher learning in the late nineteenth century. While these early women administrators had a profound impact on women’s higher education in the United States, their work has received relatively little attention. In response to this discriminatory erasure, this dissertation applies feminist historiographical approaches and qualitative methods that center these women and their rhetoric within the historical narrative. In particular, this dissertation explores, synthesizes, and analyzes the archived rhetorical documents produced by the National Association of Deans of Women (NADW) and Evelyn Jones Kirmse, an early University of Arizona dean of women, between 1922 and 1942. By privileging the rhetoric of these women and positioning them as authorities of their own experience within hegemonically masculine coeducational systems and administrations, this dissertation brings to light their own theories, debates, and arguments concerning how to best make room for women in higher education professionally, physically, and intellectually. While positing the complexity and efficacy of their rhetoric, this dissertation also marks critical ideological negotiations within the deans’ arguments in response to socio-cultural shifts and opportunities born of the Progressive Era. By locating paradoxical navigations of traditional essentialist values and burgeoning progressive ideas within the deans’ rhetoric, this dissertation provides an important illustration of the awkward stage of growth within feminism’s development. It provides insight to deans of women’s own rhetorical explorations on how their identity and success should be constructed, attained, and measured in the new academic territory of coeducation.
ContributorsPrice-McKell, Cheryl (Author) / Goggin, Maureen D (Thesis advisor) / Rose, Shirley K (Committee member) / Ratcliffe, Krista (Committee member) / Arizona State University (Publisher)
Created2022
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Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05