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

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Gaming Against Plagiarism: A Partnership between the Library and Faculty

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

  2. The Project

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

  4. Why A Game?

  5. The Project Plan Analysis- Identify the problem & establish goals for the project Design - Determine content & establish prototypes Development - Create the product Implementation - Place the product into practice Evaluation - Assess the product

  6. The Project Plan

  7. Building the Content

  8. Building the Content

  9. Designing the Game

  10. Designing the Game

  11. Designing the Game

  12. Designing the Game

  13. Testing the Game 3 week test cycle: WEEK 1 WEEK 2 WEEK 3 • Develop protocols • Schedule participants Design team develops prototype Conduct user testing Write Usability Report Make changes based on user feedback

  14. The Project Plan

  15. 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

  16. 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

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