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The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBarrong, Tanner Allen (Co-author) / Bartels, Parker (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBartels, Parker Stephen (Co-author) / Barrong, Tanner (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Management and Entrepreneurship (Contributor, Contributor) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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DescriptionThe thesis is based on the process of planning, creating, and implementing an in-home K-12th grade tutoring company that provides a tutoring service where students are aided in academic and lifetime success. The business model also contains detailed plans on how it expects to expand nationwide.
ContributorsVanDuzer, Todd (Author) / Samper, Adriana (Committee member) / Hoyt, Heather (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor)
Created2012-12
Description

In this project, I will study how the Disney corporation altered the story Rapunzel and how those changes interact and are influenced by culture and time. The story is indicative of the time and culture that produced it, but it has been reproduced many times and in many cultures. I

In this project, I will study how the Disney corporation altered the story Rapunzel and how those changes interact and are influenced by culture and time. The story is indicative of the time and culture that produced it, but it has been reproduced many times and in many cultures. I will compare the original Grimm Brothers' Rapunzel (1812) and the popular Disney film Tangled (2010). This project will be divided into two main parts to address these two distinct iterations of the story. In the first section, I will focus on this form of media's background information and relevance. In the second part, I will address the specific differences between the versions and their relevance. I will discuss the restraints and limitations of my research as well as possible future related research. I will establish the importance and value of fairy and folk tales as well as their widespread reciprocal impact. I will compare the effects of media in general on a population with a hypothesized impact of fairy and folktales. Furthermore, through all of this, I will critique the changes made by Disney.

ContributorsHoover, Rebekah (Author) / Fette, Donald (Thesis director) / Hoyt, Heather (Committee member) / Barrett, The Honors College (Contributor) / School of Human Evolution & Social Change (Contributor) / School of Art (Contributor)
Created2023-05