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Using Gaming Technology to Teach Responsible Conduct of Research

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Conference

2013 ASEE Annual Conference & Exposition

Location

Atlanta, Georgia

Publication Date

June 23, 2013

Start Date

June 23, 2013

End Date

June 26, 2013

ISSN

2153-5965

Conference Session

Information Tools and Techniques for Engineering Education

Tagged Division

Engineering Libraries

Page Count

13

Page Numbers

23.1316.1 - 23.1316.13

DOI

10.18260/1-2--22701

Permanent URL

https://peer.asee.org/22701

Download Count

414

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Paper Authors

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Amy G. Buhler University of Florida

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Amy G. Buhler is Science and Technology Librarian at University of Florida’s Marston Science Library. Amy handles collection management, library instruction, literature search assistance, and faculty/staff consultations in the areas of Agricultural & Biological Engineering and Biomedical Engineering. Prior to her work at Marston, Amy was a medical librarian for six years at the University of Florida Health Science Center Libraries where she worked with the College of Dentistry as well as the Departments of Surgery and Neurosurgery. Amy holds a Master of Science in Library Science from the University of North Carolina at Chapel Hill and a Bachelor of Arts from the University of Florida. Her research interests consist of assessment of information seeking behaviors, library instruction, and the marketing and outreach of library services.

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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, where she coordinates information literacy instruction for the sciences and integrates technology into library learning environments. Her research interests include 21st Century Skills, games-based learning, and New Media Literacies. She served as a Co-PI on the NSF ethics in education grant “Gaming Against Plagiarism” and was a member of the NIH VIVO Collaboration.

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Michelle Leonard University of Florida

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Michelle Leonard received her master's of arts (M.A.) and master's of Library Science (MLS) degrees from Kent State University, and has worked in both corporate and academic environments. She is an associate university librarian in the Marston Science Library at the University of Florida where she manages collections in the agriculture and life sciences. Michelle regularly teaches workshops for science graduate students, post docs and faculty on responsible conduct of research, including plagiarism, and data management. Her current research interests include ethics education in the sciences. Michelle served as the Principal Investigator for the $298,000 National Science Foundation grant project "Gaming Against Plagiarism."

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Melody Royster University of Florida

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Melody Royster received her MLS from Florida State University. She is an Assistant University Librarian at the University of Florida where she manages agricultural collections. Her recent projects include the Association of Southeastern Research Libraries (ASERL) agricultural journal retention working group, Scholarly Communication Outreach Mini-Grant, and the National Science Foundation funded-Gaming Against Plagiarism (GAP) grant. Melody is an active member of United States Agricultural Information Network (USAIN) and Special Libraries Association where she serves within the Food, Agriculture, & Nutrition Division.

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Abstract

Using Gaming Technology to Teach Responsible Conduct of ResearchPlagiarism and other research misconduct issues appear to be an emerging trend at academicinstitutions across the country. The discipline of engineering seems to be particularly affected(McCabe, 1997). Professors are seeking ways to incorporate responsible conduct of researchand combating plagiarism into their classes. Frequently, librarians are being asked to fill thiseducational need. In this era of “point-of-need” or “just-in-time” services especially relating toinstruction, it may be beneficial for librarians to explore resources that utilize an online learningenvironment such as tutorials, guides, and games. Adoption of such an approach could beadvantageous for large institutions where there is a high librarian to patron ratio. This paperwill detail the development, evaluation, and application of an anti-plagiarism game targetingSTEM (Science, Technology, Engineering, and Mathematics) graduate students at a largeresearch one university. A brief history of the NSF grant-funded Gaming Against Plagiarismproject, an update on the game’s completion in August 2012, findings related to usabilitytesting and evaluation, scalability of the project, and a live demonstration of the game will bepresented. Instructions for accessing and adopting this game will be included.McCabe, D. L. (1997). Classroom cheating among natural science and engineering majors.Science and Engineering Ethics, 3(4), 433-445. doi:10.1007/s11948-997-0046-y

Buhler, A. G., & Johnson, M., & Leonard, M., & Royster, M. (2013, June), Using Gaming Technology to Teach Responsible Conduct of Research Paper presented at 2013 ASEE Annual Conference & Exposition, Atlanta, Georgia. 10.18260/1-2--22701

ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 2013 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015