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This paper explores the psychological experiences of domestic workers in three contemporary Latin American films: Roma (Mexico, 2018), Crímenes de familia (Argentina, 2020) and Que Horas Ela Volta? (Brazil, 2015). Specifically, the motherhood of these three protagonists is explored and analyzed using psychological research that pertains to motherhood, trauma, and

This paper explores the psychological experiences of domestic workers in three contemporary Latin American films: Roma (Mexico, 2018), Crímenes de familia (Argentina, 2020) and Que Horas Ela Volta? (Brazil, 2015). Specifically, the motherhood of these three protagonists is explored and analyzed using psychological research that pertains to motherhood, trauma, and the relationships between domestic workers and the families that employ them. This paper reveals that contemporary Latin American cinema portrays domestic workers as having negative experiences of motherhood as a direct result of their occupation and proposes for further protections, policy change, and psychological research to take place for domestic workers in Latin America and beyond.

ContributorsSamuels, Alana D (Author) / Tompkins, Cynthia (Thesis director) / Bezerra, Ligia (Committee member) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Exploratory Play is a universal experience that occurs throughout different kinds of childhoods. This study investigates how children’s vocabulary and exploratory play are influenced by how the caregiver responds to the child’s communicative bids. We hypothesize that if caregivers use more open-ended questions in response to their child’s communicative bids,

Exploratory Play is a universal experience that occurs throughout different kinds of childhoods. This study investigates how children’s vocabulary and exploratory play are influenced by how the caregiver responds to the child’s communicative bids. We hypothesize that if caregivers use more open-ended questions in response to their child’s communicative bids, children will show higher rates of exploration during free play.

ContributorsMccollum, Shani Monifa (Author) / Lucca, Kelsey (Thesis director) / Spinrad, Tracy (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of

HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of a static silhouette of a face and a wave-like form to represent the mouth. Audio content analysis was performed on audio sampled from the character’s voice lines. Pitch and amplitude derived from the analysis was used to animate the character’s visual features such as it’s brightness, color, and mouth movement. The mouth’s movement and color was manipulated with the audio’s pitch. The lights of Wave were controlled by the amplitude of the audio. Design considerations were made to accommodate those with visual disabilities such as color blindness and epilepsy. Overall the final audio visualization satisfied the project sponsor and built upon existing audio visualization work. User feedback will be a necessity for improving the audio visualization in the future.

ContributorsNguyen, Joshep D (Author) / Chavez-Echaegaray, Helen (Thesis director) / Waggoner, Trae (Committee member) / Department of Psychology (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This study tested the effect of status threat on ingroup identification and examined identity concealability and stereotype endorsement as moderators of the relationship. Participants included a visible identity group (Asian men) and a concealable identity group (gay men). Participants were randomized into either a status threat condition, in which they

This study tested the effect of status threat on ingroup identification and examined identity concealability and stereotype endorsement as moderators of the relationship. Participants included a visible identity group (Asian men) and a concealable identity group (gay men). Participants were randomized into either a status threat condition, in which they read a vignette that reminded them of a negative stereotype about the target group and discussed positive stereotypes of the group as well, or a control condition that discussed positive stereotypes only. Participants then responded to a measure of ingroup identification and a measure of stereotype endorsement. A significant main effect of status threat on ingroup identification was found, such that participants in the status threat condition showed lower ingroup identification. The interaction of condition and concealability was not significant. The interaction of condition and stereotype endorsement was marginally significant, such that the main effect shows up stronger for those lower on stereotype endorsement. The main effect is interpreted as a potential protective strategy for self-esteem. The stereotype threat interaction is interpreted as a difference in the way that those who do and do not endorse the stereotype view the legitimacy of the status threat.

ContributorsWeathers, Shelby E (Author) / Shiota, Michelle (Thesis director) / Kenrick, Douglas (Committee member) / Wiezel, Adi (Committee member) / Department of Psychology (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Watts College of Public Service & Community Solut (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This paper investigates the challenges associated with creating engaging virtual programming during the COVID-19 pandemic through the event Playfest from the ASU Art Museum. A survey was created and given to participants of the live Zoom event to understand which aspects were a success from the audience perspective. Staff members

This paper investigates the challenges associated with creating engaging virtual programming during the COVID-19 pandemic through the event Playfest from the ASU Art Museum. A survey was created and given to participants of the live Zoom event to understand which aspects were a success from the audience perspective. Staff members from different job ranks were interviewed about the internal structure in place for altering the popular in-person event into a digital one. Even though the COVID-19 pandemic will not last forever, exploring how to create virtual programming that is successful at engaging audiences allows for museums to remain relevant in a world where digital media is frequently consumed.

ContributorsKenrick, Eleni Maria (Author) / Coats, Cala (Thesis director) / Medill, Kathryn (Committee member) / School of Life Sciences (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tableto

Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tabletop roleplaying games may be an intervention option that is already played for enjoyment. This study examines the influence of tabletop roleplaying games on motivation to empathize. Participants played a short tabletop roleplaying game and then were asked to choose between describing and empathizing with refugee targets over a series of trials. There is a potential main effect of tabletop roleplaying games on motivation to empathize, but this main effect is absent when controlling for self-other-overlap. It appears that self-other-overlap influences motivation to empathize. However, this study was underpowered, and the main effect of roleplay may have been detected if more participants were involved. Thus, there is potential that tabletop roleplaying games may influence motivation to empathize, and future research should examine this while considering the limitations of this study.

ContributorsDraper, Kali Anne (Author) / Aktipis, Athena (Thesis director) / Guevara Beltran, Diego (Committee member) / Department of Psychology (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The purpose of this study was to test the reproducibility of the current data set. It was hypothesized that older adults’ scores on the Repeatable Battery for Assessment of Neuropsychological Status (RBANS) would decrease from their initial visit to their one year follow-up visit and that greater overall age is

The purpose of this study was to test the reproducibility of the current data set. It was hypothesized that older adults’ scores on the Repeatable Battery for Assessment of Neuropsychological Status (RBANS) would decrease from their initial visit to their one year follow-up visit and that greater overall age is associated with worse performance. Overall, the older adults with a follow-up visit in this study experienced greater decline on the RBANS DMI than on the RBANS total scaled score. There seems to be a negative trend in which individuals with higher first-visit VCI scores experience greater improvement on the first trial of the motor task with the non-dominant hand. The same trend can be seen in DMI scores where higher initial DMI scores are associated with greater improvement on the first non-dominant hand trial of the motor task. This initial trend suggests that visuospatial scores have an association with long-term change in the motor task. The number of participants in this data set were limited, thus more data will be needed to increase confidence in conclusions about these relationships in the future.

ContributorsDettmer, Alaina Nicole (Author) / Schaefer, Sydney (Thesis director) / Hooyman, Andrew (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Objective: This study looked at three key variables of fear of COVID-19, preventative behaviors, and vaccination intent among college students in the United Sates. In addition, the three key variables were compared between genders, age groups, race groups, and over time to see if there were any significant findings. <br/>Method:

Objective: This study looked at three key variables of fear of COVID-19, preventative behaviors, and vaccination intent among college students in the United Sates. In addition, the three key variables were compared between genders, age groups, race groups, and over time to see if there were any significant findings. <br/>Method: This longitudinal study consisted of two anonymous online surveys administered on REDCap before and after a COVID-19 vaccine became available. <br/>Results: The findings suggested positive correlations between students’ fear of COVID-19 and their preventative behaviors with the passing of time. Hispanic/Latino participants had significantly higher fear of COVID-19 scores compared to Non-Hispanic Whites and other races at Wave I and II. Participants between 25 and 30 years old had a marginally greater difference fear of COVID-19 score compared to those less than 25. Females had significantly higher mean preventative behavior score than males at Wave II. There was a significant association between race/ethnicity groups and vaccination intent. <br/>Conclusion: Knowing why different groups do not engage in recommended preventative behaviors or receive vaccinations can tell us more about what tailored interventions may need to be developed and implemented to promote health and wellbeing in this population. Further research needs to be done regarding race, gender, and age and how these different groups of college students are responding to COVID-19 and why.

ContributorsFones, Shaelyn Kaye (Author) / Chen, Angela (Thesis director) / Han, SeungYong (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Exploration of a mouse model (C57BL/6J) capable of demonstrating behavioral changes after adolescent social isolation that are consistent with prior findings may prove beneficial in later research. This study examined 2 proposed long-term effects of isolated housing (one mouse/cage), when compared to group housing (two mice/cage) during adolescence. Mice were

Exploration of a mouse model (C57BL/6J) capable of demonstrating behavioral changes after adolescent social isolation that are consistent with prior findings may prove beneficial in later research. This study examined 2 proposed long-term effects of isolated housing (one mouse/cage), when compared to group housing (two mice/cage) during adolescence. Mice were placed in their respective housing conditions after weaning (PND 21) and remained in those conditions until PND 60. The same cohorts were used in both phases of the experiment. Phase 1 sought to confirm previous findings that showed increases in ethanol intake after adolescent social isolation using a 2-bottle preference Drinking-in-the-Dark (DID) design over a 4-day period (PND 64-PND 67.). Phase 2 sought to elucidate the effects present after adolescent social isolation, as measured using response inhibition capabilities demonstrated during fixed-minimum interval (FMI) trials (PND 81-PND 111). Findings in phase 1 of the experiment were non-significant, save a strong tendency for female mice in both housing conditions to drink more as a proportion of their bodyweight (g/kg). However, a trend of lower bodyweight in single housed mice did exist, which does suggest that detrimental stress was applied via the used of adolescent isolation in that housing condition. Findings in phase 2 showed little effect of adolescent social isolation on mean inter-response time (IRT) at any criterion used (FMI-0, FMI-4, FMI-6). Evaluation of mean interquartile range (IQR) of IRTs showed a significantly greater amount of variation in IRT responses within single housed mice at the highest criterion (FMI-6), and a trend in the same direction when FMI-4 and FMI-6 were tested concurrently. Taken as a whole, the findings of this experiment suggest that the effect of adolescent social isolation on ethanol intake is far less robust than the effect of sex and may be difficult to replicate in a low-power study. Additionally, adolescent social isolation may interfere with the ability of mice to show consistent accuracy during FMI tasks or a delay in recognition of FMI criterion change.

ContributorsSmith, Nathaniel B (Author) / Sanabria, Federico (Thesis director) / Olive, Foster (Committee member) / Corbin, William (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Since the inception of what is now known as the Behavioral Analysis Unit (BAU) at the Federal Bureau of Investigation (FBI) in the 1970s, criminal profiling has become an increasingly prevalent entity in both forensic science and the popular imagination. The fundamental idea of which profiling is premised – behavior

Since the inception of what is now known as the Behavioral Analysis Unit (BAU) at the Federal Bureau of Investigation (FBI) in the 1970s, criminal profiling has become an increasingly prevalent entity in both forensic science and the popular imagination. The fundamental idea of which profiling is premised – behavior as a reflection of personality – has been the subject of a great deal of misunderstanding, with professionals and nonprofessionals alike questioning whether profiling represents an art or a science and what its function in forensic science should be. To provide a more thorough understanding of criminal profiling’s capabilities and its efficacy as a law enforcement tool, this thesis will examine the application of criminal profiling to investigations, various court rulings concerning profiling’s admissibility, and the role that popular media plays in the perception and function of the practice. It will also discuss how future research and regulatory advancements may strengthen criminal profiling’s scientific merit and legitimacy.

ContributorsGeraghty, Bridget Elizabeth (Author) / Kobojek, Kimberly (Thesis director) / Gruber, Diane (Committee member) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05