Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study.
education
educational games
game mechanics
library games
plagiarism
serious games
teaching
Journal
JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255
Informations de publication
Date de publication:
16 Feb 2022
16 Feb 2022
Historique:
received:
08
09
2021
accepted:
06
12
2021
revised:
14
11
2021
entrez:
16
2
2022
pubmed:
17
2
2022
medline:
17
2
2022
Statut:
epublish
Résumé
Educational games have been proven to support the teaching of various concepts across disciplines. Plagiarism is a major problem among undergraduate and postgraduate students at universities. In this paper, we propose a game called Plagi-Warfare that attempts to teach students about plagiarism. To do this at a level that is beyond quizzes, we proposed a game storyline and mechanics that allow the player (or student) to play as a mafia member or a detective. This either demonstrated their knowledge by plagiarizing within the game as a mafia member or catching plagiarists within the game as a detective. The game plays out in a 3D environment representing the major libraries of the University of Johannesburg, South Africa. In total, 30 students were selected to evaluate the game. Evaluation of the game mechanics and storyline showed that the student gamers enjoyed the game and learned about plagiarism. In this paper, we presented a new educational game that teaches students about plagiarism by using a new crime story and an immersive 3D gaming environment representing the libraries of the University of Johannesburg.
Sections du résumé
BACKGROUND
BACKGROUND
Educational games have been proven to support the teaching of various concepts across disciplines. Plagiarism is a major problem among undergraduate and postgraduate students at universities.
OBJECTIVE
OBJECTIVE
In this paper, we propose a game called Plagi-Warfare that attempts to teach students about plagiarism.
METHODS
METHODS
To do this at a level that is beyond quizzes, we proposed a game storyline and mechanics that allow the player (or student) to play as a mafia member or a detective. This either demonstrated their knowledge by plagiarizing within the game as a mafia member or catching plagiarists within the game as a detective. The game plays out in a 3D environment representing the major libraries of the University of Johannesburg, South Africa. In total, 30 students were selected to evaluate the game.
RESULTS
RESULTS
Evaluation of the game mechanics and storyline showed that the student gamers enjoyed the game and learned about plagiarism.
CONCLUSIONS
CONCLUSIONS
In this paper, we presented a new educational game that teaches students about plagiarism by using a new crime story and an immersive 3D gaming environment representing the libraries of the University of Johannesburg.
Identifiants
pubmed: 35171103
pii: v10i1e33459
doi: 10.2196/33459
pmc: PMC8892275
doi:
Types de publication
Journal Article
Langues
eng
Pagination
e33459Informations de copyright
©Abejide Ade-Ibijola, Keagan Young, Nashik Sivparsad, Mpho Seforo, Suhail Ally, Adebola Olowolafe, Maria Frahm-Arp. Originally published in JMIR Serious Games (https://games.jmir.org), 16.02.2022.
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