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- All Subjects: Sustainability
- Creators: Arizona State University
In 2018, the United States generated 37.4 million more U.S. tons of paper and cardboard material compared to in 1960 (EPA, 2020). As the United States produces a disproportionate amount of packaging waste every year when accounting for population size, it has become increasingly difficult to mitigate waste production, lessen the environmental impact of generating more paperboard materials, and move towards a more ethical circular economy. In efforts to adopt the principles of a green economy, deviate from the linear supply chain model, minimize packaging waste, and encourage more sustainable lifestyles, we developed a business centered around a circular, service based model called Room & Cardboard. Our initiative collects cardboard waste generated in and around the ASU community and repurposes it for dorm-style furniture available for students to rent throughout the school year. Using cardboard, we have built prototypes for two products (desk lamps and shoe racks) that are sturdy, visually pleasing, and recyclable. Our initiative helps to reduce cardboard packaging waste by upcycling cardboard waste into products that will increase the lifespan of the cardboard material. At the end of the product’s life span, in cases of severe damage, we will turn the product into a seed board made with blended cardboard paste that can then be used to plant a succulent we will make available to students to buy as dorm decor. The feedback on our initiative through online surveys and in-person tabling has generated enough traction for Dean Rendell of Barrett, the Honors College at Arizona State University to consider a test-drive of our products in the upcoming Fall semester.
Creation of a biodegradable phone case business, "Green Halo Cases".
For the honors thesis project, a group of five individuals collaborated to design and implement a sustainable business in the ASU community. Kandi Society is a rising jewelry brand whose top priorities include giving recycled plastic a new purpose, philanthropy, and making a welcoming, creative environment for our customers. We designed the Eco-Bead with 3D CAD modeling and produced it through a process called plastic injection molding which is explained in detail in the final paper. Kandi Society instilled a positive impact on ASU students by igniting a sustainability spark and increasing interest in repurposing materials in the future.
The purpose of this thesis is to contextualise Hindsight, a sustainability-focused historically based city-simulation and resource management game built by the author. The game and game engine were coded from scratch using the C# programming language and the Unity game development suite of tools. The game focuses on the management of the city of London in two time periods, London from 1850 and the other set in 2050. Both versions of the city are divided into 21 zones, each of which can be managed by the player through the construction, upgrading, or destruction of various buildings within the zone. The player must manage both the city’s resources and the resources of the environment upon which the city depends in order to bring about a more sustainable future and bring the 2050-era version of the city back from the brink of environmental devastation. Along the way, the player must address the cultural views of the society they are managing to ensure their reforms will be accepted and can also see those views slowly change over time. The goal of the game is to provide an interactive learning experience for both the historical element of London and the importance of making sustainable choices.

Two main strategies have emerged for integrating sustainability grand challenges. In the stand-alone course method, engineering programs establish one or two distinct courses that address sustainability grand challenges in depth. In the module method, engineering programs integrate sustainability grand challenges throughout existing courses. Neither method has been assessed in the literature.
This thesis aimed to develop sustainability modules, to create methods for evaluating the modules’ effectiveness on student cognitive and affective outcomes, to create methods for evaluating students’ cumulative sustainability knowledge, and to evaluate the stand-alone course method to integrate sustainability grand challenges into engineering curricula via active and experiential learning.
The Sustainable Metrics Module for teaching sustainability concepts and engaging and motivating diverse sets of students revealed that the activity portion of the module had the greatest impact on learning outcome retention.
The Game Design Module addressed methods for assessing student mastery of course content with student-developed games indicated that using board game design improved student performance and increased student satisfaction.
Evaluation of senior design capstone projects via novel comprehensive rubric to assess sustainability learned over students’ curriculum revealed that students’ performance is primarily driven by their instructor’s expectations. The rubric provided a universal tool for assessing students’ sustainability knowledge and could also be applied to sustainability-focused projects.
With this in mind, engineering educators should pursue modules that connect sustainability grand challenges to engineering concepts, because student performance improves and students report higher satisfaction. Instructors should utilize pedagogies that engage diverse students and impact concept retention, such as active and experiential learning. When evaluating the impact of sustainability in the curriculum, innovative assessment methods should be employed to understand student mastery and application of course concepts and the impacts that topics and experiences have on student satisfaction.


WTW is an event that occurs monthly for three consecutive months followed by a month off, totaling nine events and three seasons per calendar year. At each event dancers go head to head in battle in a single elimination style bracket, where they will add a loss or win to their overall season record. The goals of WTW are self-empowerment as well as ownership and investment in the community by those involved through participation in both the event and the planning process; all built on a foundation of trust within the Breaking community. This researcher has thirty years of direct involvement in the Breaking culture with twenty-two of those years as a practitioner in Phoenix, Arizona and co-founder of Furious Styles Crew, Arizona’s longest running Breaking crew. The development of WTW was drawn from this experience along with interviews and observations of Breaking communities worldwide. WTW intends to provide a reliable and consistent outlet during a time of instant gratification, allowing a space for self-discovery and the development of tools to be applied beyond movement. It is hoped that the format of WTW will be a model that can be adapted by other Breaking communities worldwide.