Matching Items (14)
Filtering by

Clear all filters

133388-Thumbnail Image.png
Description
For students on a college campus, many courses can present challenges to them academically. Some universities have taken an initiative to respond to this by offering tutoring opportunities at a central location. Generally this provides help for some struggling students, but others are left with many questions unanswered. Two primary

For students on a college campus, many courses can present challenges to them academically. Some universities have taken an initiative to respond to this by offering tutoring opportunities at a central location. Generally this provides help for some struggling students, but others are left with many questions unanswered. Two primary reasons for this are that some tutoring services are broad in scope and that there may not be sufficient one-on-one time with a tutor. With the development of a mobile application, a solution is possible to improve upon the tutoring experience for all students. The concept revolves around the formation of a labor market of freelancers, known as a gig economy, to create a large supply of tutors who can provide their services to a student looking for help in a specific course. A strategic process was followed to develop this mobile application, called Tuzee. To begin, an early concept and design was drafted to shape a clear vision statement and effective user experience. Planning and research followed, where technical requirements including an efficient database and integrated development environment were selected. After these prerequisites, the development stage of the application started and a working app produced. Subsequently, a business model was devised along with possible features to be added upon a successful launch. With a peer-to-peer approach powering the app, monitoring user engagement lies as a core principle for consistent growth. The vision statement will frequently be referred to: enhance university academics by enabling the interaction of students with each other.
ContributorsArcaro, Daniel James (Author) / Ahmad, Altaf (Thesis director) / Sopha, Matthew (Committee member) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
137357-Thumbnail Image.png
Description
Academic resources at Arizona State University are vast and allow a student to maintain success through his/her university attendance. The distribution and management of these systems is arduous and manually done. A software solution for the distribution of academic resource information is a Dashboard system that utilizes information from the

Academic resources at Arizona State University are vast and allow a student to maintain success through his/her university attendance. The distribution and management of these systems is arduous and manually done. A software solution for the distribution of academic resource information is a Dashboard system that utilizes information from the university, and is expandable. A solution for the management of academic centers utilizes a scheduling algorithm that allows quick scheduling of resources. Overall these solutions provide easier workflows than the current systems allow.
ContributorsGupta, Anurag (Co-author) / Berk, Nick (Co-author) / Ryan, Jay (Co-author) / Patel, Niraj (Co-author) / Balasooriya, Janaka (Thesis director) / Eaton, John (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-12
134510-Thumbnail Image.png
Description
The Barrett Poly Writing Colloquium is a dedicated group of students and faculty that come together to provide Freshmen in the Human Event with an impactful tutoring experience that enriches their Human Event papers and reading responses. There were, however, a few major issues with the way in which tutoring

The Barrett Poly Writing Colloquium is a dedicated group of students and faculty that come together to provide Freshmen in the Human Event with an impactful tutoring experience that enriches their Human Event papers and reading responses. There were, however, a few major issues with the way in which tutoring sessions were recorded, archived, and maintained. We set out to clean up the process and provide a more positive experience for all involved. Starting out, we searched to find a way to electronically archive tutoring receipts that students receive at the end of a tutoring session. In the beginning of the project, we were sporting experience with front-end coding languages such as HTML and CSS, with a minuscule amount of experience using JavaScript. By diving in and closing the gaps in our knowledge of JavaScript, we were able to build a web form that would suit the needs of the tutors and administrators, while still offering students the feedback that they needed to improve their writing, in a personal way that preserves the quality of the core service provided by the colloquium. Our primary objective was to build a system that moved the reporting of tutoring sessions online, while maintaining a way to generate a receipt for distribution to the students and tutors. We delivered on that, and then some, by building an automated system using Google's developer tools to automatically write all tutoring session data to a Google Sheet, and send an automated email with all relevant information to both the student and tutor. We then dedicated the time we had remaining to adding additional features. It is here that we began to run into problems that unfortunately proved to be technological constraints of the platforms we were developing on, and the languages we were using. By this point, it was too late for us to pivot, but we were still able to achieve many of our goals. For example, we successfully implemented a feature that automatically archives the entire year's worth of data and creates a new, clean Google Sheet at the beginning of each school year. If we were to continue our project, with more time, we would use different development tools and systems so that we could have more flexibility. However, using the Google API provided us with many benefits that allowed us to jump right in to building our program, without having to struggle with building a whole database with accounts and permissions.
ContributorsLiddle, Lucas (Co-author) / Fix, Nathan (Co-author) / Oberle, Eric (Thesis director) / Martin, Thomas (Committee member) / Kennedy, Chad (Committee member) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
137801-Thumbnail Image.png
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
135877-Thumbnail Image.png
Description
Tech2Learn, a privately owned tutoring company, serves students in kindergarten through eighth grade at its Phoenix location. The company's founding mission "is for every child to build individual competence and confidence in essential skills." It accomplishes this mission by providing a safe, fun, and engaging environment where children feel comfortable

Tech2Learn, a privately owned tutoring company, serves students in kindergarten through eighth grade at its Phoenix location. The company's founding mission "is for every child to build individual competence and confidence in essential skills." It accomplishes this mission by providing a safe, fun, and engaging environment where children feel comfortable learning. In addition to tutoring in traditional subjects such as math and reading, Tech2Learn also offers a dyslexia reading lab, and a High School Placement Test prep course. The goal of this plan is to find a low cost and easy to manage way for Tech2Learn to market its services and encourage referrals. To achieve this goal, I conducted both an external and internal analysis. In order for Tech2Learn to remain competitive in the industry, it must be aware of trends such as the rapidly evolution of teaching technology, new government mandates on curriculum, and parents' desire to be involved in their children's education. While these trends create opportunities for growth, there are also threats that arise. One threat to Tech2Learn is a large number of competitors in the market. The company relies on its strengths of human capital and unique teaching approach to minimize these threats. The tactics and strategies recommended in this plan are intended to reduce the company's weaknesses. Specifically, tactical recommendations target Tech2Learn's digital presence through the creation of a Facebook page, consolidation of company owned web domains, and updating business information on both owned and earned online sites. Additionally, strategic suggestions aim to prepare Tech2Learn for future growth through the implementation of a formal training procedure, consideration of an additional office location, and differentiation through the early adoption of new technologies, such as virtual reality.
ContributorsCunningham, Sinead Bridget (Author) / Ostrom, Amy (Thesis director) / Giles, Bret (Committee member) / Cummings, Deborah (Committee member) / Department of Marketing (Contributor) / Department of Management (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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.

ContributorsVanlue, Aleczander Bryce (Co-author) / Bartels, Parker (Co-author) / Barrong, Tanner (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (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
148295-Thumbnail Image.png
Description

A project about developing software for learning turned into a project for learning about software development. The submission here only includes the journal. However, the journal has a link to the public GitHub repository containing the source code for the thesis. The source code implements a program to facilitate self-study

A project about developing software for learning turned into a project for learning about software development. The submission here only includes the journal. However, the journal has a link to the public GitHub repository containing the source code for the thesis. The source code implements a program to facilitate self-study by allowing the user to create quizzes. The journal contains my experience working on the project (both successes and failures).

ContributorsRoper, Branden Gerald (Author) / Miller, Phillip (Thesis director) / Zazkis, Dov (Committee member) / Computer Science and Engineering Program (Contributor, 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.

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

Studies have previously found a significant relationship between student writing center usage and demographic factors including gender, GPA, and English-language proficiency (Salem, 2015). Additional research has been conducted on writing center outcomes and student conceptions and misconceptions of writing centers as academic resources. However, previous scholarship has attested to the

Studies have previously found a significant relationship between student writing center usage and demographic factors including gender, GPA, and English-language proficiency (Salem, 2015). Additional research has been conducted on writing center outcomes and student conceptions and misconceptions of writing centers as academic resources. However, previous scholarship has attested to the need for continuous research into writing center usage patterns and the factors that affect them. This will allow centers to make the necessary changes and improvements to become more accessible and inclusive for the benefit of all students. The present research contributes to the ongoing discussion about why students choose to use or not use the writing center and how their identities and pre-existing ideas about the center inform this decision. Further, it addresses research gaps by surveying students in an honors college setting at a large public university and considering new decision-making factors such as race, mental health, and social stigma. By comparing students demographics and impressions of the Barrett Writing Center (BWC) on the ASU campus, the study draws conclusions about the significant gap between positive perception and usage, the influence of social anxiety and stigma amongst honors students, the successes and failures of tutoring for second language English speakers, and the benefit derived by students who attend multiple writing center sessions. Suggestions to improve the BWC and guide future research are offered based on these observations and significant trends in the data.

ContributorsHobson, Abigail (Author) / Van Engen, Dagmar (Thesis director) / Barca, Lisa (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor)
Created2023-05