Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course
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| 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 |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1236440 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Kier%2C+Cheryl+A%2E%22">Kier, Cheryl A.</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Journal+of+Academic+Ethics%22"><i>Journal of Academic Ethics</i></searchLink>. Dec 2019 17(4):429-439. – Name: Avail Label: Availability Group: Avail 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/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 11 – Name: DatePubCY Label: Publication Date Group: Date Data: 2019 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Evaluative – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Plagiarism%22">Plagiarism</searchLink><br /><searchLink fieldCode="DE" term="%22Intervention%22">Intervention</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Online+Courses%22">Online Courses</searchLink><br /><searchLink fieldCode="DE" term="%22Distance+Education%22">Distance Education</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Multiple+Choice+Tests%22">Multiple Choice Tests</searchLink><br /><searchLink fieldCode="DE" term="%22Programmed+Tutoring%22">Programmed Tutoring</searchLink><br /><searchLink fieldCode="DE" term="%22Recognition+%28Psychology%29%22">Recognition (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Attention+Control%22">Attention Control</searchLink><br /><searchLink fieldCode="DE" term="%22Instructional+Effectiveness%22">Instructional Effectiveness</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1007/s10805-019-09340-6 – Name: ISSN Label: ISSN Group: ISSN Data: 1570-1727 – Name: Abstract Label: Abstract Group: Ab 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2019 – Name: AN Label: Accession Number Group: ID Data: EJ1236440 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1236440 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s10805-019-09340-6 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 11 StartPage: 429 Subjects: – SubjectFull: Plagiarism Type: general – SubjectFull: Intervention Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Online Courses Type: general – SubjectFull: Distance Education Type: general – SubjectFull: College Students Type: general – SubjectFull: Multiple Choice Tests Type: general – SubjectFull: Programmed Tutoring Type: general – SubjectFull: Recognition (Psychology) Type: general – SubjectFull: Attention Control Type: general – SubjectFull: Instructional Effectiveness Type: general Titles: – TitleFull: Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kier, Cheryl A. IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 12 Type: published Y: 2019 Identifiers: – Type: issn-print Value: 1570-1727 Numbering: – Type: volume Value: 17 – Type: issue Value: 4 Titles: – TitleFull: Journal of Academic Ethics Type: main |
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