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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study
Abejide Ade-Ibijola1, Keagan Young1, Nashik Sivparsad1
1Johannesburg Business School, University of Johannesburg, Johannesburg, South Africa.
JMIR Serious Games
|February 16, 2022
Summary
Plagi-Warfare is an educational game designed to teach university students about plagiarism. Student evaluations indicate the game is enjoyable and effectively enhances understanding of academic integrity.
Area of Science:
- Educational Technology
- Academic Integrity
Background:
- Plagiarism is a significant issue in higher education, impacting undergraduate and postgraduate students.
- Traditional methods like quizzes may not fully address the complexities of plagiarism.
Purpose of the Study:
- To introduce Plagi-Warfare, an innovative educational game designed to teach students about plagiarism.
- To provide an engaging and interactive learning experience beyond conventional academic integrity assessments.
Main Methods:
- Developed a game with a crime storyline and mechanics where players act as a mafia member or detective.
- The game simulates plagiarism and detection within a 3D virtual environment of the University of Johannesburg libraries.
- Thirty students participated in evaluating the game's effectiveness and engagement.
Main Results:
- Student gamers reported enjoyment of the game's mechanics and storyline.
- Participants demonstrated increased learning and awareness regarding plagiarism through gameplay.
Conclusions:
- Plagi-Warfare offers a novel approach to plagiarism education using an immersive 3D environment and crime narrative.
- The game successfully engages students and enhances their understanding of academic misconduct within a university setting.
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