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

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Presentation transcript:

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 Denise BennettAmy BuhlerBen DeVaneAlyssa DiekmanRichard Ferdig Michelle LeonardDon McCabeAnton YudinMatthew CarrollDonna Wrublewski Margeaux JohnsonDoug LeveyMelody RoysterJames OliverioJonathan Tietz

Why Plagiarism? 1997 study of 1,946 students 2005 study of 63,700 undergraduates and 9,250 graduate students

Why A Game?

The Project Plan A NALYSIS - Identify the problem & establish goals for the project D ESIGN - Determine content & establish prototypes D EVELOPMENT - Create the product I MPLEMENTATION - Place the product into practice E VALUATION - Assess the product

The Project Plan

Building the Content Amy Buhler Alyssa Diekman Michelle Leonard Doug Levey Don McCabe Denise Bennett Donna Wrublewski Margeaux Johnson Melody Royster

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

Designing the Game Ben DeVane James Oliverio Anton Yudin Jonathan Tietz Matthew Carroll

Designing the Game Level One: Identify Level Two: Consequences Level Three: Complexity Game Three: Investigate & Argue Game Two: Manage Plagiarism Game One: Identify & Race

Designing the Game Game Three: Investigate & Argue Game Two: Manage Plagiarism Game One: Identify & Race

Designing the Game

Testing the Game 3 week test cycle: WEEK 1WEEK 2WEEK 3 Design team develops prototype Develop protocols Schedule participants Conduct user testing Write Usability Report

The Project Plan

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 McCabe, D. L. (1997). Classroom cheating among natural science and engineering majors. Science and Engineering Ethics, 3(4), doi: /s 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 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 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 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), doi: /j.cub 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

Thank You ! To Follow the GAP project: This material is based upon work supported by the National Science Foundation under Grant No