Gaming Against Plagiarism: A Partnership between the Library and Faculty

16
Gaming Against Plagiarism: A Partnership between the Library and Faculty Amy G. Buhler, Margeaux Johnson, Michelle Leonard, and Ben DeVane University of Florida

description

Gaming Against Plagiarism: A Partnership between the Library and Faculty. Amy G. Buhler, Margeaux Johnson, Michelle Leonard, and Ben DeVane University of Florida. The Project. Why Plagiarism?. 1997 study of 1,946 students 2005 study of 63,700 undergraduates and 9,250 graduate students . - PowerPoint PPT Presentation

Transcript of Gaming Against Plagiarism: A Partnership between the Library and Faculty

Page 1: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Gaming Against Plagiarism:

A Partnership between the Library

and Faculty

Amy G. Buhler, Margeaux Johnson, Michelle Leonard, and Ben DeVane

University of Florida

Page 2: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

The Project

Denise Bennett

Amy Buhler

Ben DeVane

Alyssa Diekman

Richard Ferdig

Michelle Leonard

Don McCabe

Anton Yudin

Matthew Carroll

Donna Wrublews

ki

Margeaux Johnson

Doug Levey

Melody Royster

James Oliverio

Jonathan Tietz

Page 3: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Why Plagiarism?• 1997 study of 1,946 students

• 2005 study of 63,700 undergraduates and 9,250 graduate students

75%

Engineering

64%

Natural Sciences

62%

Undergrads

59%

Grad Students

Page 4: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Why A Game?

Page 5: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

The Project PlanANALYSIS - Identify the problem & establish goals for the projectDESIGN - Determine content & establish prototypesDEVELOPMENT - Create the productIMPLEMENTATION - Place the product into practiceEVALUATION - Assess the product

Page 6: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

The Project Plan

Page 7: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Building the Content

Amy Buhler

Alyssa Diekm

an

Michelle

Leonard

Doug Levey

Don McCab

e

Denise

BennettDonna

Wrublewski

Margeaux

Johnson

Melody

Royster

Page 8: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Building the Content

Level One

• Identify major types of plagiarism

• List basic rules to avoid plagiarism

• Identify data falsification and fabrication

Level Two

Explain the potential consequences of research misconduct both academically & professionally

Level

Three

• Apply the rules to increasingly complex scenarios

• Recognize and acknowledge differences in cultural approaches to plagiarism

Page 9: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Designing the Game

Ben DeVa

ne

James

Oliverio

Anton

Yudin

Jonathan Tietz

Matthew

Carroll

Page 10: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Designing the GameLevel One:

Identify

Level Two:Conseque

ncesLevel Three:

Complexity

Game Three:

Investigate & Argue

Game Two:

Manage

Plagiarism

Page 11: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Designing the GameGame Three:

Investigate & Argue

Game Two:Manage

Plagiarism

Game One:Identify &

Race

Page 12: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Designing the Game

Page 13: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Testing the Game3 week test cycle:

WEEK 1 WEEK 2 WEEK 3Design team develops prototype

• Develop protocols

• Schedule participants

Conduct user testing

Write Usability Report

Page 14: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

The Project Plan

Page 15: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

References• McCabe, D. L. (2005). Cheating among college and university students: A North American perspective. International Journal for

Educational Integrity, 1(1), 2/16/2010. Retrieved from http://www.ojs.unisa.edu.au/index.php/IJEI/article/view/14

• McCabe, D. L. (1997). Classroom cheating among natural science and engineering majors. Science and Engineering Ethics, 3(4), 433-445. doi:10.1007/s11948-997-0046-y

• Whittington, J. & Colwell, J. (2009). Should a cyberethics class be required?: Plagiarism and online learning. Proceedings from the 2009 American Society for Engineering Education Annual Conference & Exposition. Retrieved from http://soa.asee.org/paper/conference/paper-view.cfm?id=10919

• Jones, S. (2003). Let the games begin: Gaming technology and college students. Washington, D.C.: Pew Research Center's Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2003/Let-the-games-begin-Gaming-technology-and-college-students.aspx

• Federation of American Scientists. (2006). Summit on educational games: Harnessing the power of video games for learning. Washington, D.C.: Federation of American Scientists. Retrieved from http://www.fas.org/gamesummit/Resources/Summit on Educational Games.pdf

• Green, C.S., Pouget, A., Bavelier, D. (2010) Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games. Current Biology, 20(17), 1573-1579. doi:10.1016/j.cub.2010.07.040

• Dick, W., Carey, L., & Carey, J. O. (2005). The systematic design of instruction. Boston: Pearson/Allyn and Bacon.

• Foss, M., Buhler, A.G., Johnson, M., Levey, D.J., & Oliverio, J.C. (2010, March 1). Gaming Against Plagiarism (GAP) Development Proposal. Retrieved from http://ufdc.ufl.edu/UF00098766/00001

Page 16: Gaming Against Plagiarism:  A Partnership between the Library and Faculty

Thank You !To Follow the GAP project:

http://blogs.uflib.ufl.edu/GAP

This material is based upon work supported by the National Science Foundation under Grant No. 1033002