Innovative Game Design: Cut the PLAG for Academic Integrity Training

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Added on  2023/06/18

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Practical Assignment
AI Summary
This assignment presents the design of 'Cut the PLAG,' an offline game intended to educate students about academic integrity and prevent plagiarism and academic misconduct. The game involves teams of four, answering questions on slips of paper with multiple-choice answers. Correct answers earn points, while incorrect answers deduct points, with bonus points available for other team members. The team with the highest score wins, reinforcing understanding of plagiarism and academic misconduct. The goal is to foster fairness and honesty in academic work, helping students avoid negative consequences associated with academic dishonesty. The report also highlights the importance of academic integrity in fostering creativity and innovation, concluding that game development is a challenging task that can be used to engage the audience in interesting and knowledge providing activities.
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Game design
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Table of Contents
Introduction.....................................................................................................................................3
Task 1..............................................................................................................................................3
Task 2..............................................................................................................................................4
Covered in Poster...................................................................................................................4
Conclusion.......................................................................................................................................4
References.......................................................................................................................................5
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Introduction
The use of academic integrity is referred as the process of considering values in
managing practices with the use of being honest in their studies. It will further enable the
students to being fair and honest to create the positive image in their academic profession. It is
defined to make fundamental to learn, teach and research in fair and honest ways. With the help
of academic integrity to allow the individual to develop new ideas, creative and task along with
respecting the other work in an effective ways (Aghaei and et. al., 2021). Academic integrity is
provide a significant growth and success in personal and professional enhancement to developed
and manage different practices. Any type of cheating, plagiarism and misleading treatment can
be able to mislead the serious information for the students and create negative image. This
reports covers the detailed description of designing a game which main purpose is to avoid
plagiarism and academic misconduct effectively.
Task 1
Meaning of academic misconduct
Academic misconduct is the kind of information that is related to cheating or make unfair
practices which are done by the students in an effective and appropriate ways. It is further
considered to make an act of dishonesty and different unfair practices. It will be helpful for
create the environment and make sure to achieve higher academic career (Shah and Gustafsson,
2021). Academic misconduct is mainly used for unfair and dishonest practices which are used by
students to make formal academic studies. There are few examples which are related to
plagiarism, cheating, falsification and different part of academic misconduct. It is the kind of
academic misconduct that can be lead to make serious punishment for the students. This may be
responsibility of professor to create the positive environment to promote the best and suitable
academic work. With the help of academic integrity the student will allow to be more creative
and innovative in their effective workplace (Distefano and et. al., 2020). It will further helpful to
avoid the content of plagiarism in different academic misconduct process. It is helpful for the
students to follow guidance which related to the academic misconduct in different channels. In
order to achieve the above mentioned academic integrity in the students, a game will be designed
to developed different kind of strategies and help the students to avoid plagiarism and
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misconduct. Cut the PLAG, is the game which will help the students to develop information and
spread more information related to plagiarism and academic misconduct.
Name of the game: Cut the PLAG
Mode: Offline
Cut the PLAG is the kind of offline game which provide effective information to students
related to academic integrity and other skills management. This game will be played as offline in
a team of 4 people and make more interesting and fun questions. The whole class will be divided
into equal number of groups of 4 student in one group. There will be number of papers keep in a
bowl, and on every slip questions with three options are written. One student from each team
will come and choose one paper, open it read the question and answer it. Each correct answer
will be add up in the team scores with 10 points and each wrong answer will deduct 3 points
from the team scores. Also, the chance is given to another team members and their right answer
will give them 5 extra points (Griffith and et. al., 2020). The team who score higher points will
win the game. With the help of this game, students will come to understand about plagiarism and
academic misconduct and developed different kind of skills while playing the game.
Furthermore, this game will enable the students to avoid any unfair practices and work to lead
with fair and honest practices to complete the working activities in their desired career activities.
Any type of academic misconduct and dishonesty will be able to lead and try to create the
negative image of students in their future academic or higher educational career.
Task 2
Covered in Poster
Conclusion
From the above report, it has been analysing that, game developing is a very challenging
task for developer. Because for introducing the proper game in front of audience proper structure
or proper organising way is very important. The main objective for developing this game is to
engage the audience. The other objective of creating game is to initiate interesting and
knowledge providing activities which is highly useful for all categories of audience. It includes
children, adult, old ages and so on. For changing audience habit and behaviour, releasing stress
game is the best choice for audience.
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References
Books & Journals
Aghaei, S. and et. al., 2021. Exploring Academic Library Managers' Communication Skills and
the Effect on Librarians' Job Motivation and Satisfaction. DESIDOC Journal of Library
& Information Technology, 41(5).
Distefano, R. and et. al., 2020. Ready? Set. Go! A school readiness programme designed to boost
executive function skills in preschoolers experiencing homelessness and high
mobility. European Journal of Developmental Psychology, 17(6). pp.877-894.
Griffith, S. F. and et. al., 2020. Apps as learning tools: a systematic review. Pediatrics, 145(1).
Hamad, F., Al-Fadel, M. and Fakhouri, H., 2021. The effect of librarians’ digital skills on
technology acceptance in academic libraries in Jordan. Journal of Librarianship and
Information Science, 53(4). pp.589-600.
Kaur, M., Eigsti, I. M. and Bhat, A., 2021. Effects of a creative yoga intervention on the joint
attention and social communication skills, as well as affective states of children with
Autism Spectrum Disorder. Research in Autism Spectrum Disorders, 88. p.101860.
Khamhaengpol, A., Sriprom, M. and Chuamchaitrakool, P., 2021. Development of STEAM
activity on nanotechnology to determine basic science process skills and engineering
design process for high school students. Thinking Skills and Creativity, 39. p.100796.
Longobardi, C. and et. al., 2021. Student–teacher relationship quality and prosocial behaviour:
the mediating role of academic achievement and a positive attitude towards
school. British Journal of Educational Psychology, 91(2). pp.547-562.
Nakiyingi, E., 2020. Developing Career Professional Skills for Intercollegiate Athletes: A
Qualitative Case Study (Doctoral dissertation, Northcentral University).
Shah, B. and Gustafsson, E., 2021. Exploring the effects of age, gender, and school setting on
children’s creative thinking skills. The Journal of Creative Behavior, 55(2), pp.546-553.
Shoebridge, S. J., Flanagan, K. J. and Pearce, W. M., 2021. Narrative comprehension skills of
Indigenous and non-Indigenous Australian children in their first year of
school. International Journal of Speech-Language Pathology. pp.1-9.
Stupak, M. H., 2020. ENGLISH SIGNPOSTS AS EFFECTIVE TOOLS FOR STUDENTS
FROM NON-LINGUISTIC HIGHER EDUCATIONAL ESTABLISHMENTS IN
DEVELOPING THEIR ACADEMIC WRITING SKILLS. Актуальные научные
исследования в современном мире, (4-7). pp.26-30.
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