Matching Items (20)
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
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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
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Description
Federal, state, and local entities prioritized addressing these academic deficiencies over the past several decades. An area of concern for teachers and families is multiplication. The two main purposes of this study are to (1) to determine how multiplication achievement and strategy use change from beginning to end of Bilingual

Federal, state, and local entities prioritized addressing these academic deficiencies over the past several decades. An area of concern for teachers and families is multiplication. The two main purposes of this study are to (1) to determine how multiplication achievement and strategy use change from beginning to end of Bilingual Family Math Club, and (2) determine which of the eight components of Bilingual Family Math Club (BFMC) contribute to student learning outcomes. The components of BFMC are (1) Concrete Representational Abstract (CRA) modeling, (2) explicit vocabulary instruction, (3) word problems, (4) homework, (5) math games, (6) adult/child pairs as family engagement, (7) bilingual instruction, and (8) workshop series. Quantitative data includes pre-and post-intervention student math assessments. Qualitative data includes analysis of the scratch work artifacts students produced solving those assessments, as well as post-intervention from adults and students enrolled in the club. Findings from this study support previous research. Families said six of the components of the club helped them the most: adult-child pairs, series workshops, games during class, the CRA method, homework as games, and having a bilingual club. Two of the eight BFMC components families felt did not support them in learning multiplication were word problems and explicit vocabulary instruction. Quantitative results from a paired sample t-test showed a statistically significant change and large effect sizes in post-assessment scores in all four areas of the assessment: fluency, word problems, single-digit facts, and multi-digit multiplication. This study provided critical information for school leaders and district personnel attempting to implement more effective after school support programs for families in mathematics.
ContributorsSchroeder, Brittany (Author) / Basile, Carole (Thesis advisor) / Bernstein, Katherine (Committee member) / Ross, Lydia (Committee member) / Arizona State University (Publisher)
Created2021
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Description
RISE Tutoring is an ASU student organization which helps refugee youth achieve academic and personal success through tutoring and mentorship. As a member of RISE Tutoring for three years, the researcher sought to document and analyze the program’s impact on the Phoenix refugee community. It was determined that video documentation,

RISE Tutoring is an ASU student organization which helps refugee youth achieve academic and personal success through tutoring and mentorship. As a member of RISE Tutoring for three years, the researcher sought to document and analyze the program’s impact on the Phoenix refugee community. It was determined that video documentation, with its ability to capture both visual and verbal testimony, was the ideal holistic approach to assess and share this impact. The researcher hypothesized that RISE Tutoring adds value to the lives of its tutors and students through the multidimensional growth––educational, personal, and cultural––it facilitates for all. Methods of data collection were limited to video and audio, but approval from the Institutional Review Board and consent from all participants were obtained prior to the project’s start. The final video, filmed and edited with the help of a professional videographer, was 20 minutes and 21 seconds in length. The findings derived from the recorded interviews with students, tutors, and community leaders, and from the footage of tutoring and group activities, validated the researcher’s hypothesis. Viewers of the video can witness the bonding of tutors and students; hear the pride in the voices of the tutors and see the passion in their eyes when they speak of their students; and feel the joy and excitement that the program brings to its students’ lives. This project transformed the personal experiences of participants into a collective RISE Tutoring identity which can now be presented, for the first time, to the public. The video also aimed to help RISE Tutoring share its meaningful work and improve its marketing efforts, thereby enabling the organization to recruit more tutors and students, build new partnerships, and fundraise. Through the fulfillment of these goals, the video will empower the organization to effect greater change in the community.
ContributorsMarkowitz, Brenley Paige (Co-author) / Markowitz, Brenley (Co-author) / Klimek, Barbara (Thesis director) / Long, Elenore (Committee member) / School of Politics and Global Studies (Contributor) / School of International Letters and Cultures (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
All freshman honors students are required to take a two-semester course during their freshman year at ASU called Human Event. This course focuses on developing a student’s ability to break down the concepts in important historical texts and then write essay’s that explore these concepts. One of the unique qualities

All freshman honors students are required to take a two-semester course during their freshman year at ASU called Human Event. This course focuses on developing a student’s ability to break down the concepts in important historical texts and then write essay’s that explore these concepts. One of the unique qualities of the honors college at ASU Polytechnic is the Thesis Fest, which is an opportunity for students to share their progress when writing each essay before the due date. During Thesis Fest, students discuss the texts they are writing about with tutors and they get helpful pointers regarding how to clearly understand the concepts they want to explore. These tutors are previous Human Event students who are all enrolled in another course called the Honors Colloquium. The polytechnic campus is also unique because it allows a student’s paper to be evaluated in a conference – Paper Mini-Conference (PMC) – between the student, a tutor, and the professor. The inspiration for this project is derived from personal experiences in the Honors Colloquium. During each Thesis Fest, students and tutors are required to fill out tutor receipts, verifying that the student attended Thesis Fest as well as the texts discussed. In addition, a receipt is also used to verify that the tutor is fulfilling his/her tutoring obligations. Therein lies a pain point for both tutors and students, which is the fact that all receipts are hand-written on small pieces of paper and both the tutor and student must have separate duplicate copies. In addition, the head tutor of the Colloquium is then required to analyze the cards and verify that individual tutors have enough receipts for the semester. Lastly, the student must verify that they attended Thesis Fest by bringing a receipt to the PMC. There have been many occasions when a student has forgotten their receipt, which results in them having to email the receipt to the professor or bring it in at a later time. This project aims to solve this problem by building a mobile application that digitizes the data collection for receipts.
ContributorsAlimov, Alexander (Author) / Oberle, Eric (Thesis director) / Martin, Thomas (Committee member) / Software Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
The state of Arizona has one of the lowest high school graduation rates in the country.
Therefore, many different resources and intervention programs are designed to help prevent
at-risk students from dropping out and making sure they graduate on time - typically within four
years. However, one extremely underutilized but highly effective resource

The state of Arizona has one of the lowest high school graduation rates in the country.
Therefore, many different resources and intervention programs are designed to help prevent
at-risk students from dropping out and making sure they graduate on time - typically within four
years. However, one extremely underutilized but highly effective resource for intervention is
peer tutoring. Peer tutoring is a well-known method of active learning within the classroom
where students assist one another, but it is rarely used systematically as a way to support at-risk
students with the goal of increasing academic performance to decrease the number of dropouts.
This thesis and creative project takes a look at the inception, development, and growth of
PeerSquared, Inc., a Delaware Public Benefit Corporation, founded by chief executive officer,
Michael Wang, on his journey to help Arizona high schools build and scale sustainable and
systematically-integrated, 1-on-1, peer-to-peer tutoring programs. This paper will account
Michael’s motivation for this mission and the growth of PeerSquared from its inception in
November 2018 up to August 2020. For context, the COVID-19 pandemic began noticeably
impacting Arizona in late-March 2020 when schools decided to not resume in-person school in
favor of distance learning resulting in a necessary pivot for PeerSquared.
ContributorsWang, Michael Minze (Author) / Lin, Elva S. Y. (Thesis director) / Barnard, Wendy (Committee member) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
The Founders Lab is a team-focused, exploratory Barrett Thesis project that allows students the opportunity to discover and utilize their “inner entrepreneur”. This project empowers teams of students to come up with a business idea; create a strategic business model; conduct research on a target market; generate a brand style,

The Founders Lab is a team-focused, exploratory Barrett Thesis project that allows students the opportunity to discover and utilize their “inner entrepreneur”. This project empowers teams of students to come up with a business idea; create a strategic business model; conduct research on a target market; generate a brand style, logo, and other marketing-related materials; meet with business professionals as a way to receive feedback; and finalize a business plan with tangible deliverables. This project in particular focuses on the creation of an app that allows users to connect with others in competitive esports tournaments and participate in tutoring sessions for financial incentives. Throughout our experience participating in the Founders Lab, we were able to construct this business pitch entitled, Eventcity.
ContributorsWandzilak, Olivia (Author) / Tefft, Austin (Co-author) / Smith, Garrison (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Marketing (Contributor)
Created2022-05