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Gaming Against Plagiarism: A Partnership between the Library and Faculty

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2011 ASEE Annual Conference & Exposition


Vancouver, BC

Publication Date

June 26, 2011

Start Date

June 26, 2011

End Date

June 29, 2011



Conference Session

Information Literacy: Theory and Practice

Tagged Division

Engineering Libraries

Page Count


Page Numbers

22.734.1 - 22.734.12



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Paper Authors


Amy G. Buhler University of Florida

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Amy G. Buhler is Engineering Librarian and Associate Chair at University of Florida’s Marston Science Library. Prior to her work at Marston, she was a medical librarian for six years at the University of Florida Health Science Center Libraries. Amy received her Master of Science in Library Science from the University of North Carolina at Chapel Hill.

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Michelle Leonard University of Florida

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Michelle Leonard received her Master of Arts and Master of Library Science (MLS) degree from Kent State University and has worked in both corporate and academic environments. She joined the UF library faculty in 2004 and is currently responsible for copyright and intellectual property rights compliance. Michelle is a recognized expert in intellectual property rights as they relate to academic library services and has spoken on these issues at international and national conferences. She regularly teaches workshops for science graduate students and faculty on authors’ rights, copyright, and right infringements including plagiarism. Her current research interests include the cultural bases of ethical decisions made by students and the broader issues of rights embodied in the Open Access movement.

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Margeaux Johnson University of Florida

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Margeaux Johnson is a Science & Technology Librarian at the University of Florida’s Marston Science Library, where she coordinates information literacy instruction for the sciences and integrates technology into library learning environments. She is also a Ph.D. student in the Educational Technology Department in the UF College of education where her interests include studying New Media Literacies, 21st century skills, and educational gaming. She is currently a Co-PI on the NSF ethics in education grant “Gaming Against Plagiarism.”

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Ben DeVane University of Florida

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Ben DeVane is an assistant professor of Digital Arts and Sciences at the University of Florida Digital Worlds Institute. His research focuses on the design of games for learning and game-based learning environments.

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Gaming Against Plagiarism: A Partnership between the Library and FacultyInstilling the values of research and professional ethics is one of the most important roles playedby an academic institution. Holding students to a high level of academic integrity supplies thefoundation for these values. As detailed in the March 2009 PRISM article “The Pull ofIntegrity,” engineering colleges across the country are confronting the problem of plagiarism.As libraries develop their research support role they should collaborate with faculty to educatestudents on the ethics of research as outlined in their institutional honor codes and specifically bynational policies. Examples of such policies include the National Science Foundation’s AmericaCreating Opportunities to Meaningfully Promote Excellence in Technology, Education, andScience Act, or the America COMPETES Act, that was effective January 2010. This Actrequires that institutions applying for NSF grants must “provide appropriate training andoversight in the responsible and ethical conduct of research” to students and researchers. Withthese requirements, librarians can fill the role of how to educate today’s researchers by teachingthe proper way to conduct research and cite sources to avoid any form of plagiarism.This paper will discuss the rationale for, recent activities, and future of the recently awardedNational Science Foundation grant in which the Library formed collaborative partnerships withother entities on campus to combat plagiarism. This grant will create an online, self-directed,interactive game that will provide a role-adopting environment in which Science, Technology,Engineering, and Mathematics (STEM) graduate students will learn to recognize and avoidplagiarism. The game will employ a social constructivist pedagogical approach in its design. Toscaffold players’ development of expertise, this framework will emphasize learning principlesassociated with customizable and experiential cognitive action, cyclical and meaningfulfeedback, identity-linked narrative engagement, and “just-in-time” delivery of information. Inaddition, the game will make use of strategies intended to influence students’ ethical behavior,and it will explore the impact of peer behavior, institutional norms, and differing culturalpractices on plagiarism. It will be collaboratively designed, tested, and evaluated through amulti-disciplinary iterative development process by recognized experts in graduate scienceeducation, gaming, academic integrity, intellectual property rights, and educational digital mediaproduction.

Buhler, A. G., & Leonard, M., & Johnson, M., & DeVane, B. (2011, June), Gaming Against Plagiarism: A Partnership between the Library and Faculty Paper presented at 2011 ASEE Annual Conference & Exposition, Vancouver, BC. 10.18260/1-2--18015

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