Connecting dots for digital learning and teaching

Gaming Against Plagiarism

As a part of the National Science Foundation (NSF) Ethics Education in Science and Engineering (EESE) program, the Marston Science Library at the University of Florida received a two-year grant award to create an online game (Gaming Against Plagiarism) that engages STEM graduate students with research ethics. The Gaming Against Plagiarism (GAP) project completed development in Spring 2012 and will be made available as an open source re-source for STEM educators.

Gaming employs active learning on behalf of students. The instructional design of games has the potential to emphasize teaching methods grounded in constructivist approaches to learning. Unlike students in traditional classroom lectures, game players have the ability to learn at their own pace and make contextualized decisions. Furthermore, student engagement with content can be increased through gaming. That’s why gaming is chosen for this education purpose.

game-based learning

Specific Learning Objectives for GAP

STEM graduate students successfully completing the game will be able to:

  1. Identify major types of contemporary plagiarism, including unique aspects of science/technology publishing (e.g., charts, tables, and diagrams).
  2. List the basic rules to avoid plagiarism in research activities.
  3. Demonstrate ability to apply the rules in increasingly complex scenarios.
  4. Explain copyright, fair use and author’s rights (i.e., intellectual property rights).
  5. Explain the potential consequences of plagiarism academically and professionally.
  6. Recognize and acknowledge differences in cultural approaches to plagiarism.

3 online mini games were developed and tested. In the final report, the educational game consultant concluded that “the GAP project team created a series of games that were successfully implemented and evaluated.” “Future work in this area should look at long term testing of such games. Research and development would also focus on the continued impact of cultural and historical systems of understanding and addressing plagiarism.“ (Ferdig, 2012).

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“Tell me and I will forget, show me and I may remember, involve me and I will understand.” -------- Chinese Wisdom "Games are the most elevated form of investigation." -------- Albert Einstein
"I'm calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game," President Barack Obama said while touring a tech-focused Boston school (year 2011).
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