Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course

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Bibliographic Details
Title: Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course
Language: English
Authors: Kier, Cheryl A.
Source: Journal of Academic Ethics. Dec 2019 17(4):429-439.
Availability: BioMed Central, Ltd. Available from: Springer Nature. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Peer Reviewed: Y
Page Count: 11
Publication Date: 2019
Document Type: Journal Articles
Reports - Evaluative
Education Level: Higher Education
Postsecondary Education
Descriptors: Plagiarism, Intervention, Game Based Learning, Online Courses, Distance Education, College Students, Multiple Choice Tests, Programmed Tutoring, Recognition (Psychology), Attention Control, Instructional Effectiveness
DOI: 10.1007/s10805-019-09340-6
ISSN: 1570-1727
Abstract: This project assesses the ability of a game tutorial, "Goblin Threat" to increase university students' ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and clicking on "goblins" who ask questions about various aspects of plagiarism. Sound effects and entertaining visuals work to keep students' attention. One group of 177 students enrolled in an online Psychology of Adolescence course answered four multiple choice plagiarism recognition questions in the months after completing the online game tutorial while another group of over 400 students in the same online psychology course did not have access to the game tutorial, but answered the same multiple choice plagiarism recognition questions over the same period of time. The group who played the game tutorial showed an 11% improvement in recognizing plagiarized passages over the comparison group, a statistically significant difference. Results suggest the ability to keep students focused may be an important ingredient for plagiarism interventions.
Abstractor: As Provided
Entry Date: 2019
Accession Number: EJ1236440
Database: ERIC
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  Data: BioMed Central, Ltd. Available from: Springer Nature. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
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  Data: This project assesses the ability of a game tutorial, "Goblin Threat" to increase university students' ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and clicking on "goblins" who ask questions about various aspects of plagiarism. Sound effects and entertaining visuals work to keep students' attention. One group of 177 students enrolled in an online Psychology of Adolescence course answered four multiple choice plagiarism recognition questions in the months after completing the online game tutorial while another group of over 400 students in the same online psychology course did not have access to the game tutorial, but answered the same multiple choice plagiarism recognition questions over the same period of time. The group who played the game tutorial showed an 11% improvement in recognizing plagiarized passages over the comparison group, a statistically significant difference. Results suggest the ability to keep students focused may be an important ingredient for plagiarism interventions.
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      – SubjectFull: Game Based Learning
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      – SubjectFull: Distance Education
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      – SubjectFull: Attention Control
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      – SubjectFull: Instructional Effectiveness
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