Matching Items (173)
Description
My thesis is on the subject of mentoring. I researched the benefits and the styles of programs available and then used my research to create a survey to give to IDSA national members to see what they believe would make a good mentoring program. From there I tried to improve

My thesis is on the subject of mentoring. I researched the benefits and the styles of programs available and then used my research to create a survey to give to IDSA national members to see what they believe would make a good mentoring program. From there I tried to improve the current ASU IDSA mentoring program.
ContributorsBargellini, Sylvia Joy (Author) / Hunter, Joel (Thesis director) / Velazquez, Joseph (Committee member) / Burleson, Winslow (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor)
Created2013-05
Description

This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways

This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways in which technologically-created media can relate to the human experience of emotion, and the ways in which emotions are like software to the human body's hardware. Additionally, this project conceptually comments on and rejects the idea that human situations always require a specific "appropriate" human emotion in response. Credit for the music in this game goes to Markus Rennemann.

ContributorsBennett, Ashley Laura (Author) / Ingalls, Todd (Thesis director) / Kautz, Luke (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-12
Description
Freewheelin': The American Counterculture in Museums is the first study to explore American museums that collect artifacts from the counterculture era at length. Examining institutions whose specialized collections and histories represent the recent, dynamic social movements of the mid-twentieth century begets particular institutional challenges and extraordinary opportunities; both factors causing

Freewheelin': The American Counterculture in Museums is the first study to explore American museums that collect artifacts from the counterculture era at length. Examining institutions whose specialized collections and histories represent the recent, dynamic social movements of the mid-twentieth century begets particular institutional challenges and extraordinary opportunities; both factors causing the evolution of some American history museums into premier social history centers. I have focused on four institutions for research: the Beat Museum, the GLBT History Museum, the Rock and Roll Hall of Fame, and the Museum of Sex. The analysis of each organization contains a brief account of the history they strive to preserve, a case study of their professional operations, and objective recommendations. Ultimately through researching the four selected institutions and museum studies at large, it was determined that certain collective features are propelling a paradigm shift in modern American history museums.
ContributorsSenjamin, Willow (Author) / Fahlman, Betsy (Thesis director) / Codell, Julie (Committee member) / Susser, Deborah (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor)
Created2012-12
Description
Capstone project, I began developing an animated series called Legends of Gaia. The show follows a small group of people of mixed ages and backgrounds, as they travel across the world trying to stop the Galliean Empire, a technologically booming western power that has begun fighting a war for world

Capstone project, I began developing an animated series called Legends of Gaia. The show follows a small group of people of mixed ages and backgrounds, as they travel across the world trying to stop the Galliean Empire, a technologically booming western power that has begun fighting a war for world domination. The purpose of this paper is to better explain the origins and inspirations of the mythology of my series, as well as the major two supernatural characters of my series, and the general geography (both physical and metaphysical) of the series. When first developing this series, I looked into the works of Joseph Campbell, as he wrote the book(s) on mythology in many ways. His most famous writings are probably the Hero's Journey and the Monomyth, the basic outline of the journey that most heroes go through, from the call ordinary world, to the call of the adventure, all the way to the hero returning (Campbell 211). Many classic examples of story telling follow the pattern Campbell outlined, and my work is no exception. However, I did not want my series to be a beat for beat retread of the Hero's Journey, and so some parts, such as the Refusal of the Call, when the hero rejects the adventure and befalls a tragedy, were skipped, while others, such as the resurrection, were realized in different ways. Using the Resurrection as an example, in my series the main female character, Diana is reborn twice throughout the series. Once in the final battle with the main villain into her true, goddess form, and the other when her battles are over, and she is reborn in her mortal form permanently.
ContributorsLopez, Richard (Author) / Collis, Adam (Thesis director) / Valenti, F. Miguel (Committee member) / Barzso, Tain (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
Description
De Oriendo is a project devoted to a better understanding of the word "original" as it pertains to musical composition. It began as a way for me to try to tackle a twofold fascination that has been with me for the duration of my time at ASU, though I have

De Oriendo is a project devoted to a better understanding of the word "original" as it pertains to musical composition. It began as a way for me to try to tackle a twofold fascination that has been with me for the duration of my time at ASU, though I have not always been aware of it. The first half of this fascination is an enduring interest in tracing borrowed material used by composers and other artists throughout history. It seems that almost every research project I have undertaken in the last four years has had something to do with this concept. Scholars like Winton Dean, J. Peter Burkholder, and Sigmund Spaeth have spent parts of their careers charting out the genealogy of historical compositions, uncovering reused melodies and harmonic progressions in the process; the cases of it are countless, even among the most identifiable composers and songwriters. Since there is scholarship clearly demonstrating secondhand ideas in music, it becomes problematic to assume that the word "original" simply describes something completely new, that is, something that does not use material heard or seen before. The second half is more of a personal ambition: I thought that if I truly knew what composers and critics meant when they labeled a piece or an artist as original, then I could somehow find a way to achieve this distinction in my own attempts at composition and avoid that uninteresting, derivative sound I have always feared.
ContributorsLang, Jonathan (Author) / Levy, Benjamin (Thesis director) / Mook, Richard (Committee member) / Rockmaker, Jody (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor)
Created2012-12
ContributorsBingham, Tucker (Author) / Setlow, Jennifer (Thesis director) / Melo, Carla (Committee member) / Danowski, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor)
Created2012-12
Description
For the ancient Greeks, music not only was esteemed for its social and entertaining value, but also because it reflected the beauty of the gods and their creations. Music furthermore “embodied larger universal principles and served as a vehicle for higher understanding.” According to Lippmann, the ancients believed that the

For the ancient Greeks, music not only was esteemed for its social and entertaining value, but also because it reflected the beauty of the gods and their creations. Music furthermore “embodied larger universal principles and served as a vehicle for higher understanding.” According to Lippmann, the ancients believed that the universe “contains a harmony that controls both spatial and temporal phenomena” and “we can come to know the divine order of harmony more readily in ourselves than in the external world.” Gaining self-knowledge and awareness of one’s place in the world are significant and music is a means of gaining this consciousness. Ancient Greeks believed that music was inspired by the Greek goddesses known as the Muses. In this paper, I argue that, by gifting humans with divinely inspired music, the Muses help humans achieve this mindfulness of one‟s place in the world and attain immortality.
ContributorsSanders, Lauren (Author) / Norton, Kay (Thesis director) / Arena, Paul (Committee member) / Bruhn, Karen (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor)
Created2012-12
Description
This study determines if principles of embodied cognition can be used to enhance the teaching of self-regulation skills in a sample of preschoolers. The current research replicates Conway and McKinney (2022). In the replication study, 15 participants were recruited at ASU’s Child Study Lab (CSL) for a total of 39

This study determines if principles of embodied cognition can be used to enhance the teaching of self-regulation skills in a sample of preschoolers. The current research replicates Conway and McKinney (2022). In the replication study, 15 participants were recruited at ASU’s Child Study Lab (CSL) for a total of 39 participants (when combined with Conway and McKinney) ages three to six, across the entire experiment. The combined results of both the original study and the replicated study are reported. The participants were matched on the Peabody Picture Vocabulary Test (PPVT) scores and one from each pair was randomly placed in the embodied group and the other was placed in the traditional group. The structure of the experiment had two phases, with four lesson plans each; the first focuses on sequential thought, and the second focuses on impulse control and how that could relate to emotions (i.e., self-regulation). Because the sequential thought pattern (First, Next, Last) resembles self-monitoring via impulse control (Stop and Think), we expected the sequential thought pattern to transfer across the phases. In Phase 1 of the experiment, the embodied group received four embodied lesson plans (i.e., with physical manipulable items) and the traditional group received four traditional, two-dimensional style lesson plans (i.e., flipbook with pictures). In Phase 2 of the experiment, each participant received four traditional-style impulse control lesson plans. The hypothesis for this study is that the embodied condition would see an increase in overall net scores in Phase 1 and 2 of the experiment compared to the traditional condition. The researchers conducted a two-way factorial ANOVA to analyze both group pre- and post-test scores. While there was no evidence that the effect of condition, either embodied or traditional, influenced pre- and post-test scores, there was evidence that the participants learned in the experiment. This experiment may need to be modified to have more lesson plans and be replicated with a larger sample size to determine any statistically significant effect.
ContributorsOskowis, Athena (Author) / Glenberg, Arthur (Thesis director) / Kupfer, Anne (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Sanford School of Social and Family Dynamics (Contributor)
Created2024-05
Description
Embodiment refers to the interactions between the brain, the body, one’s behavior, and the surrounding physical and social worlds (Glenberg, 2010). Embodied cognition can be utilized to teach various aspects of human behavior, especially life skills. Psychologists have defined self-regulation as managing one’s thoughts, emotions, and behaviors to achieve goals

Embodiment refers to the interactions between the brain, the body, one’s behavior, and the surrounding physical and social worlds (Glenberg, 2010). Embodied cognition can be utilized to teach various aspects of human behavior, especially life skills. Psychologists have defined self-regulation as managing one’s thoughts, emotions, and behaviors to achieve goals (Rosanbalm & Murray, 2017; Dettmer et al., 2020). In this study, researchers examined the interaction of these concepts to determine whether embodied cognitive tasks could facilitate self-regulation skills in a sample of preschoolers and kindergarteners. Researchers recruited twenty-six participants aged three to six from ASU’s Child Study Lab. Researchers matched participants on PPVT scores, and one from each pair was randomly assigned to the traditional (control) group while the other was assigned to the embodied (experimental) group. In phase one, the embodied group received four sequential thought lesson plans based on physical manipulation of materials. The traditional group received four sequential thought lesson plans in a traditional, two-dimensional format. In phase two, all participants received four traditional-style impulse control lesson plans. Researchers used a factorial ANOVA to analyze both groups’ pre and post-test data in each phase. In phase one, the children in the embodied group displayed greater improvements in sequential thought skills than their counterparts in the traditional group, who only slightly improved overall. In phase two, the previously-embodied group ended with a higher average post-test score than the traditional group. This interaction effect could be attributed to the differences in training methods received in the sequential thought phase. This study would need to be replicated with a larger, more representative sample to determine a statistically significant effect.
ContributorsMcKinney, Keagan (Author) / Conway, Bryn (Co-author) / Glenberg, Arthur (Thesis director) / Kupfer, Anne (Committee member) / Barrett, The Honors College (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / School of Politics and Global Studies (Contributor) / Department of Psychology (Contributor)
Created2022-05
Description
Embodiment refers to the interactions between the brain, the body, one’s behavior, and the surrounding physical and social worlds (Glenberg, 2010). Embodied cognition can be utilized to teach various aspects of human behavior, especially life skills. Psychologists have defined self-regulation as managing one’s thoughts, emotions, and behaviors to achieve goals

Embodiment refers to the interactions between the brain, the body, one’s behavior, and the surrounding physical and social worlds (Glenberg, 2010). Embodied cognition can be utilized to teach various aspects of human behavior, especially life skills. Psychologists have defined self-regulation as managing one’s thoughts, emotions, and behaviors to achieve goals (Rosanbalm & Murray, 2017; Dettmer et al., 2020). In this study, researchers examined the interaction of these concepts to determine whether embodied cognitive tasks could facilitate self-regulation skills in a sample of preschoolers and kindergarteners. Researchers recruited twenty-six participants aged three to six from ASU’s Child Study Lab. Researchers matched participants on PPVT scores, and one from each pair was randomly assigned to the traditional (control) group while the other was assigned to the embodied (experimental) group. In phase one, the embodied group received four sequential thought lesson plans based on physical manipulation of materials. The traditional group received four sequential thought lesson plans in a traditional, two-dimensional format. In phase two, all participants received four traditional-style impulse control lesson plans. Researchers used a factorial ANOVA to analyze both groups’ pre and post-test data in each phase. In phase one, the children in the embodied group displayed greater improvements in sequential thought skills than their counterparts in the traditional group, who only slightly improved overall. In phase two, the previously-embodied group ended with a higher average post-test score than the traditional group. This interaction effect could be attributed to the differences in training methods received in the sequential thought phase. This study would need to be replicated with a larger, more representative sample to determine a statistically significant effect.
ContributorsConway, Bryn (Author) / McKinney, Keagan (Co-author) / Glenberg, Arthur (Thesis director) / Kupfer, Anne (Committee member) / Barrett, The Honors College (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Department of Psychology (Contributor)
Created2022-05