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The need for a critical education in a democracy, its difficulties, and how to reform this field requires urgent attention. This project begins with the premise that education is necessary for a vibrant democracy. While examining differing voices that advocate for educational reform, mainly that of Critical Pedagogy, it is

The need for a critical education in a democracy, its difficulties, and how to reform this field requires urgent attention. This project begins with the premise that education is necessary for a vibrant democracy. While examining differing voices that advocate for educational reform, mainly that of Critical Pedagogy, it is shown how conflicting forms are advocating similar ideals. Henry Giroux and David Horowitz, both reformers that are on opposite sides of the political spectrum appear to have similar goals. Yet, the question becomes how to solve these differences between these parties? By examining the philosophical origins of these projects and explicating differences rooted in human nature and the good, the basic differences can begin to be shown. In showing these differences it requires going back to the work of Kant. Kant shows the necessity of beginning with philosophy and examining basic assumptions in order to begin to critique and build an education that would guarantee equality.
ContributorsNolen, Matthew (Author) / Wise, Greg (Thesis advisor) / Anderson, Owen (Committee member) / Ramsey, Ramsey (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Although the social network site (SNS) Facebook achieved great success around the world, in China, it was over taken by the local website Kaixin001. Using comparative analysis and interviews, this thesis compared the architecture of the two websites and Chinese users' attitude towards them. From one side, the result indicates

Although the social network site (SNS) Facebook achieved great success around the world, in China, it was over taken by the local website Kaixin001. Using comparative analysis and interviews, this thesis compared the architecture of the two websites and Chinese users' attitude towards them. From one side, the result indicates that they are almost the same, but not quite. Kaixin001 is a copycat which adapts to local cultures and political regulations. From the other side, the research also highlights that people associate Kaixin001 with a game platform rather than a social tool. It suggests that there are two layers of digital divide: access and utilization. Chinese users can not get equal access because of the Great Firewall. At the same time, unlike western users, they are fond of playing games, listening music and other functions, rather than creating original content or building social capital. Therefore, the SNS utilization is not equal. Because of regulations and self-surveillance, their SNS use is enjoying the apolitical does not challenge the Chinese state. At the end of the thesis, the author points out the limitations of this research. As Internet-mediated qualitative research, this study lacks extended time and samples to explore the SNSs in global context. Further research is needed to collect extended samples. Moreover, the users' dependence on social network websites may be addressed to seek more comprehensive and deeper understanding of SNS.
ContributorsQin, Yuchun (Author) / Wise, Greg (Thesis advisor) / Kassing, Jeffrey (Committee member) / Waldron, Vincent (Committee member) / Mean, Lindsey (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Numerous studies have examined the attachments individuals have to the places they visit, and that those attachments are formed through experiencing a place in person. This study is unique in that it examines pre-trip place attachment formation via the use of mobile technology and social media. It proposes that media

Numerous studies have examined the attachments individuals have to the places they visit, and that those attachments are formed through experiencing a place in person. This study is unique in that it examines pre-trip place attachment formation via the use of mobile technology and social media. It proposes that media experienced through the use of a participant's smartphone can foster the development of positive emotions, which in turn, facilitates greater mental imagery processing that ultimately influences pre-trip place attachment formation. An experimental design was constructed to examine how text and video on a destination's Facebook page influences an individual's emotions, mental imagery, and subsequently attachment to that destination. Specifically, a 2 (narrative text vs. descriptive text) x 2 (short, fast-paced video vs. long, slow-paced video) between-subjects design was used. A total of 343 usable participant responses were included in the analysis. The data was then analyzed through a two-step process using structural equation modeling. Results revealed no significant influence of textual or video media on emotions although the choice in text has a greater influence on emotions than choice in video. Additionally, emotions had a significant impact on mental imagery. Finally, mental imagery processing had a significant impact on only the social bonding dimension of place attachment. In conclusion, while media had no significant impact on emotions, the effect of previous traveler's retelling of personal accounts on the emotions of potential travelers researching a destination should be examined more closely. Further, the study participants had no prior experience with the destination, yet emotions influenced mental imagery, which also influenced social bonding. Thus further research should be conducted to better understand how potential traveler's image of a destination can be affected by the stories or others.
ContributorsPlunkett, Daniel (Author) / Budruk, Megha (Thesis advisor) / Lee, Woojin (Thesis advisor) / Wetmore, Jameson (Committee member) / Wise, Greg (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Research literature and popular press articles were reviewed to uncover the influences and viewer pleasures received from watching reality television. A close semiotic analysis of the reality television program, Teen Mom, was conducted. The semiotic analysis looked at the characters, the structure of the show, and the show's use of

Research literature and popular press articles were reviewed to uncover the influences and viewer pleasures received from watching reality television. A close semiotic analysis of the reality television program, Teen Mom, was conducted. The semiotic analysis looked at the characters, the structure of the show, and the show's use of graphics and audio to understand the show's influences on viewers. An analysis of the Teen Mom website and online forum was also conducted. Seventy-one viewer posts and 403 viewer responses were analyzed to uncover viewer reactions to the show. The results were significant in three ways. First, the producers of the show claim the show is meant to educate viewers on the effects of teen pregnancy. The analysis found that while the show sends educational messages, it also contradicts itself by glamorizing teen pregnancy. Second, the analysis of the online forum revealed the formation of close online communities among Teen Mom viewers. Third, the website analysis provided evidence of viewer pleasure resulting from voyeuristic and social comparison tendencies. It is plausible that Teen Mom viewers engage with the show for the opportunity to observe parts of other people's lives they would not normally be permitted to see. At the same time, viewers evaluate themselves in comparison to the Teen Mom cast members.
ContributorsPadelford, Sarah (Author) / Ramsey, Ramsey E (Thesis advisor) / Gruber, Diane (Committee member) / Wise, Greg (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Massively multiplayer online games (MMOs) offer community spaces where players can interact and develop a diverse range of skills online, such as communication and socialization, that can be applied offline. Designing more inclusive community spaces is crucial to give a more diverse range of individuals the chance to

Massively multiplayer online games (MMOs) offer community spaces where players can interact and develop a diverse range of skills online, such as communication and socialization, that can be applied offline. Designing more inclusive community spaces is crucial to give a more diverse range of individuals the chance to develop these skills. One way to add diversity to an online community space is to attract players with diverse personalities and play styles. This study is a qualitative exploration of personality and play in Final Fantasy XIV (FFXIV). The specific research question is: what kinds of patterns exist in player personality and in the choices players make in a massively multi-player online (MMO) game Subjects were given the Big 5 personality survey to measure the five core personality dimensions. The survey also included FFXIV-specific items about in-game preferences and play styles of the players, and it concluded with open-ended questions that allowed subjects to explain certain choices. Thematic analysis was used to find patterns in the open-ended questions. The results of this exploratory study indicate that the players in this community are mostly casual and play FFXIV for the content and social aspects of the game. They enjoyed the customization options and gameplay of FFXIV. It is important to be open to the different backgrounds of players who join the Free Company (FC) and to accommodate their preferences and choices in the game. Consistent player interactions and activities with other members in their FC help to create a sense of community.
ContributorsFlor, Michelle Kaitlyn (Author) / Wise, Greg (Thesis advisor) / Mean, Lindsey (Committee member) / Halavais, Alexander (Committee member) / Arizona State University (Publisher)
Created2023