Transcript Document

Intellectual Property Part B:
Gaming Against Plagiarism - GAP
(Appendix 1)
What’s the problem?
In 2005, a survey of 63,700 undergraduate
students and 9,250 graduate students
revealed that
62% of undergraduates
59% of graduate students
had engaged in “cut and paste” plagiarism
from either print or electronic sources at
least once in the last three years. (McCabe
2005)
Why gaming?
• Gaming is universal among college-aged students.
• Recent research on teenagers (future college
students) shows that not only is game playing
universal, but that game playing facilitates social
discussions and “can incorporate many aspects of
civic and political life” (Lenhart et al., 2008).
• Similar real life scenarios were used by Lloyd and van
de Poel (2008) to create a collaborative design game
with engineering students “to give students ‘practical’
experience of ethical decision-making in the process
of design.
The Grant Project - GAP
• The University of Florida Libraries, campus
partners for Responsible Conduct of Research
(RCR), received a 2-year $298,000 National
Science Foundation (NSF) grant to:
• Create an online, self-directed, interactive
game
• Provide a role-adapting environment in which
Science, Technology, Engineering, and
Mathematics (STEM) graduate students will
learn to recognize, understand and avoid
research misconduct (FFP).
Game goals:
• Culturally-sensitive tool
• U.S. & international researchers
• multi-cultural research environment
• Game design strengths
• higher order skills
• practical skills
• practice for high performance situations
• developing expertise
• Scalability and Robustness
• open source
• addition of future modules
http://digitalworlds.ufl.edu/gap/
Mini-game 1 is titled: Cheats and Geeks.
Students race to become published authors.
Along the way, they are tested with miniquizzes about key content areas. They are also
given the opportunity to cheat in ways that
mimic actual misconduct (e.g. fabrication).
There are a number of pedagogical and design
strategies built into this mini-game, including
the opportunity to explore the consequences
of one's actions. Well-designed games
promote higher order thinking skills by giving
opportunities to perform and to explore
multiple paths.
Cheats and Geeks introduces players to the
basic concepts of plagiarism, data falsification,
and data fabrication as they race an opponent
to be the first to present their findings at a
science convention. Throughout the game pop
quizzes test students’ understanding of
research misconduct.
Controversially, players have the option to
cheat in their race to get ahead – but not
without consequences in the end.
Frenetic Filing is the title of Mini-game 2. In this
game, players are asked to take papers to a
reviewer. The reviewer describes the paper and
asks the player to correctly file it. For instance,
the reviewer might describe the file as "using
fragments from several uncited sources."
Players must decide whether there is a
misconduct and, if so, how to label the
misconduct (e.g. patch-writing). The game draws
on an older arcade style motif where players
must apply their knowledge more quickly as the
game progresses. It also provides opportunities
for players to get feedback on wrong choices.
Murky Misconduct, which is the final minigame, is the most sophisticated and complex
of the games. It has a noir detective feel.
Students play the role of a plagiarism
investigator on campus as they collect facts,
compare evidence, and build cases against
suspected research misconduct perpetrators.
Eventually, players solve the case and accuse
the violators – in a lab, a library or office
setting.
The objective of the Murky Misconduct game
is for players to collect clues to support their
new role as the campus plagiarism detective.
Players have the opportunity to put the
knowledge they have gained into practice as
they try to solve a whodunit. This higher order
skill of application of knowledge is an
important opportunity for players as it brings
the knowledge and skills into practice.
References:
• Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans,
C., & Vitak, J. (2008). Teens, video games and civics.
Washington, D.C.: Pew Research Center's Internet &
American Life Project. Retrieved from
www.pewinternet.org/Reports/2008/Teens-VideoGames-and-Civics.aspx
• Lloyd, P., & van de Poel, I. (2008). Designing games to
teach ethics. Science & Engineering Ethics, 14(3), 433447. doi:10.1007/s11948-008-9077-2
• 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
www.ojs.unisa.edu.au/index.php/IJEI/article/view/14
Material adapted from a presentation
developed by:
Michelle Foss Leonard
Science & Technology Librarian
Marston Science Library, University of Florida
[email protected]