June 26, 2011
June 26, 2011
June 29, 2011
22.734.1 - 22.734.12
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. https://peer.asee.org/18015
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