Game Design: Plagiarism Avoidance and Academic Integrity Strategies
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AI Summary
This project outlines the design of a game called 'Plagiarism Captcha,' aimed at educating students about academic integrity and strategies for avoiding plagiarism and academic misconduct. The game is structured into three sections: avoiding plagiarism, addressing academic misconduct, and understanding the importance of academic integrity. Each section presents questions with multiple-choice answers, each assigned different point values. The game's design is intended to be interactive and engaging, teaching students about ethical academic practices and the consequences of plagiarism. The report emphasizes the importance of academic integrity in universities and suggests that games can be an effective tool for promoting ethical behavior among students. Desklib offers a range of study tools, including past papers and solved assignments, to support student learning.

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Game Design

Table of Contents
INTRODUCTION...........................................................................................................................4
TASK 1............................................................................................................................................4
Design a game for students that develops strategies for avoiding plagiarism and academic
misconduct..............................................................................................................................4
TASK 2............................................................................................................................................6
(Covered in poster).................................................................................................................6
CONCLUSION................................................................................................................................6
REFERENCES................................................................................................................................8
INTRODUCTION...........................................................................................................................4
TASK 1............................................................................................................................................4
Design a game for students that develops strategies for avoiding plagiarism and academic
misconduct..............................................................................................................................4
TASK 2............................................................................................................................................6
(Covered in poster).................................................................................................................6
CONCLUSION................................................................................................................................6
REFERENCES................................................................................................................................8

INTRODUCTION
Academic misconduct is termed as the unfair activities that are weaken the academic integrity in
the individuals in the students of university that presents in the assessment. Plagiarism is an
exercise of copying someone else thoughts and words and demonstrating it as their work will be
termed as one of the academic misconduct. To ignore such plagiarism and academic misconduct
between the individuals behaviour towards the work and in the report that offers by the teacher.
Academic integrity might be known and practice to the individuals in respect to secure their
work and to ignore any unethical exercise by an individual that will harm their presentation and
knowledge (Bjørner, and et.al., 2021). As there are various skills such as communication skills,
analytical skills and critical thinking skills that plays significant role in executing work in game
design. The following project covers the discussion of game that is name as Plagiarism Captcha.
In this report, it involves game designing avoids plagiarism, instruction for playing game,
ignoring misconduct. And at last it engage importance and reflection on several abilities that are
covered in this project.
TASK 1
Design a game for students that develops strategies for avoiding plagiarism and academic
misconduct
The issue of plagiarism and other academic misconduct is arising on regular basis in the life of
individuals in the university. As it will help in decreasing the values and ethics of work in an
individual. Avoidance of plagiarism and misconduct is an essential in individuals because it is an
unethical exercises and can be accepted as the activities of stealing. Plagiarism compromises the
integrity of the work in an individual and there is also shortage them from knowledge and
learning (Järvihaavisto, Öhman, and Smeds, 2021). It has been analysed that individual learning
outcome are rapid by games, therefore to hinder the academic integrity in university in the game
that are designed involving factor to create the tactics to avoid plagiarism and academic
misconduct. The game design are as follows -
Plagiarism Captcha (PC) - Plagiarism Captcha is a online, interactional and amusing game that
are designed for the individuals to acquire the knowledge and learning related to academic
integrity and it will help them to ignore plagiarism or any sort of academic misconduct. The
Academic misconduct is termed as the unfair activities that are weaken the academic integrity in
the individuals in the students of university that presents in the assessment. Plagiarism is an
exercise of copying someone else thoughts and words and demonstrating it as their work will be
termed as one of the academic misconduct. To ignore such plagiarism and academic misconduct
between the individuals behaviour towards the work and in the report that offers by the teacher.
Academic integrity might be known and practice to the individuals in respect to secure their
work and to ignore any unethical exercise by an individual that will harm their presentation and
knowledge (Bjørner, and et.al., 2021). As there are various skills such as communication skills,
analytical skills and critical thinking skills that plays significant role in executing work in game
design. The following project covers the discussion of game that is name as Plagiarism Captcha.
In this report, it involves game designing avoids plagiarism, instruction for playing game,
ignoring misconduct. And at last it engage importance and reflection on several abilities that are
covered in this project.
TASK 1
Design a game for students that develops strategies for avoiding plagiarism and academic
misconduct
The issue of plagiarism and other academic misconduct is arising on regular basis in the life of
individuals in the university. As it will help in decreasing the values and ethics of work in an
individual. Avoidance of plagiarism and misconduct is an essential in individuals because it is an
unethical exercises and can be accepted as the activities of stealing. Plagiarism compromises the
integrity of the work in an individual and there is also shortage them from knowledge and
learning (Järvihaavisto, Öhman, and Smeds, 2021). It has been analysed that individual learning
outcome are rapid by games, therefore to hinder the academic integrity in university in the game
that are designed involving factor to create the tactics to avoid plagiarism and academic
misconduct. The game design are as follows -
Plagiarism Captcha (PC) - Plagiarism Captcha is a online, interactional and amusing game that
are designed for the individuals to acquire the knowledge and learning related to academic
integrity and it will help them to ignore plagiarism or any sort of academic misconduct. The
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fundamental aspect of the game is that is measure the frameworks of the individuals in terms of
academic values and ethics in their activity and it also supports in ignoring any wrong exercises
to gain academic benefits.
Structure and model of Plagiarism Captcha
Structure of the game is separated into three sections and each sections involves of two questions
with six options as an answer. As such answer involves the particular term of the points such as
5, 15, 25, 35 till 100. Answer chosen by the individual who will granted them with certain points
to win the game (Kerr, 2021). The structure is creates in such format because aim of the game is
to teach and learn the students in three field and at the last it covers instant response. It offered
suitable answer in terms of the global score of the individuals and methods to enhance the
performance. As there are three sections that are as follows - Avoid plagiarism segment – This sections involves the questions that are linked with the
topic that shows that what is plagiarism, why it is essential to neglect plagiarism,
drawbacks of plagiarism, how to neglect plagiarism and so on. This section will support
the individuals to create the tactics to neglect the plagiarism and also ensure them to
spread the awareness about the effects of the plagiarism in the work. No to academic misconduct - This division will involves the question that related to the
subject matter such as definition and sort of academic misconduct, fines and effects of
academic misconduct and many other., this division will provide the advantages to the
individuals in teaching them to neglect the academic misconduct and apply the values
and standards in the work with effectively roles and duties. Importance of academic integrity - This division will put the questions connected to the
significance of academic integrity in the university (Khan, and et.al., 2021). It also
relates to the roles of academic integrity in the life of an individual at university and
learning the roles of teachers, academic integrity factors, benefits of academic integrity
and many more to manage the values and standards of life of the individuals and
instructor towards the ethics and standards in the work and responsibilities.
Model and designing of the game
The model, design and presentation of the game is influential and creative that have division to
hold the interest of the individuals. The working of the game is effectively and easy with low
time consuming and effective to make students learn fast towards the aim of the game. The game
academic values and ethics in their activity and it also supports in ignoring any wrong exercises
to gain academic benefits.
Structure and model of Plagiarism Captcha
Structure of the game is separated into three sections and each sections involves of two questions
with six options as an answer. As such answer involves the particular term of the points such as
5, 15, 25, 35 till 100. Answer chosen by the individual who will granted them with certain points
to win the game (Kerr, 2021). The structure is creates in such format because aim of the game is
to teach and learn the students in three field and at the last it covers instant response. It offered
suitable answer in terms of the global score of the individuals and methods to enhance the
performance. As there are three sections that are as follows - Avoid plagiarism segment – This sections involves the questions that are linked with the
topic that shows that what is plagiarism, why it is essential to neglect plagiarism,
drawbacks of plagiarism, how to neglect plagiarism and so on. This section will support
the individuals to create the tactics to neglect the plagiarism and also ensure them to
spread the awareness about the effects of the plagiarism in the work. No to academic misconduct - This division will involves the question that related to the
subject matter such as definition and sort of academic misconduct, fines and effects of
academic misconduct and many other., this division will provide the advantages to the
individuals in teaching them to neglect the academic misconduct and apply the values
and standards in the work with effectively roles and duties. Importance of academic integrity - This division will put the questions connected to the
significance of academic integrity in the university (Khan, and et.al., 2021). It also
relates to the roles of academic integrity in the life of an individual at university and
learning the roles of teachers, academic integrity factors, benefits of academic integrity
and many more to manage the values and standards of life of the individuals and
instructor towards the ethics and standards in the work and responsibilities.
Model and designing of the game
The model, design and presentation of the game is influential and creative that have division to
hold the interest of the individuals. The working of the game is effectively and easy with low
time consuming and effective to make students learn fast towards the aim of the game. The game

is termed as Plagiarism Captcha due to its function of catching the activities and desires of the
human in terms of the plagiarism and manner to avoid the plagiarism (Mohseni, and et.al.,
2021). The fundamental example is demonstrated below with one question in terms of neglecting
plagiarism method with the model of the game that is divided into two divisions that involves
two questions and at below it involves the blue coloured questions with six yellow coloured
boxes with answer.
Why should students avoid plagiarism? Because........
It is unethical exercise. It can hurt someone. It is act of thieving.
It is academic
misconduct.
Someone is not getting
credit for their work.
Copying of
information reduces
knowledge
Points assigned to such answers will be on the basis of the physical attribute, age of the answers
for instance -
It is unethical exercise - 100 points
It can hurt someone - 55 points
It is act of thieving - 35 points
It is academic misconduct - 25 points
Someone is not getting credit for their work - 15 points
Copying of information reduces knowledge - 5 points
TASK 2
(Covered in poster)
CONCLUSION
From the above mentioned report it has been concluded that, the manner of the game design will
connected to neglecting of plagiarism and academic misconduct that these unethical exercises are
breaking the roots of morality, loyalty and trust in an individual. Individuals are range the
human in terms of the plagiarism and manner to avoid the plagiarism (Mohseni, and et.al.,
2021). The fundamental example is demonstrated below with one question in terms of neglecting
plagiarism method with the model of the game that is divided into two divisions that involves
two questions and at below it involves the blue coloured questions with six yellow coloured
boxes with answer.
Why should students avoid plagiarism? Because........
It is unethical exercise. It can hurt someone. It is act of thieving.
It is academic
misconduct.
Someone is not getting
credit for their work.
Copying of
information reduces
knowledge
Points assigned to such answers will be on the basis of the physical attribute, age of the answers
for instance -
It is unethical exercise - 100 points
It can hurt someone - 55 points
It is act of thieving - 35 points
It is academic misconduct - 25 points
Someone is not getting credit for their work - 15 points
Copying of information reduces knowledge - 5 points
TASK 2
(Covered in poster)
CONCLUSION
From the above mentioned report it has been concluded that, the manner of the game design will
connected to neglecting of plagiarism and academic misconduct that these unethical exercises are
breaking the roots of morality, loyalty and trust in an individual. Individuals are range the

manners to get their work completed with no hard efforts and skills by copying it from other. It
has now becoming highly essential for universities to guide and learn academic integrity and
make them learn to ignore plagiarism and any sort of unethical misconduct in their academic
field.
has now becoming highly essential for universities to guide and learn academic integrity and
make them learn to ignore plagiarism and any sort of unethical misconduct in their academic
field.
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REFERENCES
Books and Journals
Bjørner, T., and et.al., 2021, October. Design and Evaluation of a Serious Game to Supplement
Pupils’ Understanding of Molecular Structures in Chemistry. In Joint International
Conference on Serious Games (pp. 263-275). Springer, Cham.
Järvihaavisto, U., Öhman, M. and Smeds, R., 2021, September. Towards a Serious Game on
Data Sharing in Business Ecosystems. In IFIP International Conference on Advances in
Production Management Systems (pp. 500-509). Springer, Cham.
Kerr, A., 2021. Decoding and recoding game jams and independent game making spaces for
inclusion. Independent Videogames: Cultures, Networks, Techniques and Politics,
pp.29-42.
Khan, T.Z., and et.al., 2021. Designing and Developing a Game with Marketing Concepts.
In Advances in Computer, Communication and Computational Sciences (pp. 245-252).
Springer, Singapore.
Mohseni, S., and et.al., 2021. Strategic design optimisation of multi-energy-storage-technology
micro-grids considering a two-stage game-theoretic market for demand response
aggregation. Applied Energy, 287, p.116563.
Sandoval, E.B., and et.al., 2021, March. A Prototype of a Robot Memory Game: Exploring the
Technical Limitations of Human-Robot Interaction in a Playful Context. In Companion
of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (pp. 195-
199).
Schultheis, J. and Aprea, C., 2021. Applying insights from behavioral finance and learning
theory in designing a financial education serious game for secondary school students.
In Game-based Learning Across the Disciplines (pp. 3-24). Springer, Cham.
Vosinakis, S., 2021. Learning About the Heritage of Tinian Marble Crafts with a Location-Based
Mobile Game and Tour App. In Digital Heritage. Progress in Cultural Heritage:
Documentation, Preservation, and Protection: 8th International Conference, EuroMed
2020, Virtual Event, November 2–5, 2020, Revised Selected Papers (p. 377). Springer
Nature.
Zhang, Z., Zurlo, F. and Patricio, R., 2021, May. Embrace gamification for co-designing new
solutions: a framework of “game principles”. In 2021 IEEE Technology & Engineering
Management Conference-Europe (TEMSCON-EUR) (pp. 1-6). IEEE.
Zilio, D., Orio, N. and Zamparo, L., 2021. FakeMuse: A serious game on authentication for
cultural heritage. Journal on Computing and Cultural Heritage (JOCCH), 14(2), pp.1-22.
Books and Journals
Bjørner, T., and et.al., 2021, October. Design and Evaluation of a Serious Game to Supplement
Pupils’ Understanding of Molecular Structures in Chemistry. In Joint International
Conference on Serious Games (pp. 263-275). Springer, Cham.
Järvihaavisto, U., Öhman, M. and Smeds, R., 2021, September. Towards a Serious Game on
Data Sharing in Business Ecosystems. In IFIP International Conference on Advances in
Production Management Systems (pp. 500-509). Springer, Cham.
Kerr, A., 2021. Decoding and recoding game jams and independent game making spaces for
inclusion. Independent Videogames: Cultures, Networks, Techniques and Politics,
pp.29-42.
Khan, T.Z., and et.al., 2021. Designing and Developing a Game with Marketing Concepts.
In Advances in Computer, Communication and Computational Sciences (pp. 245-252).
Springer, Singapore.
Mohseni, S., and et.al., 2021. Strategic design optimisation of multi-energy-storage-technology
micro-grids considering a two-stage game-theoretic market for demand response
aggregation. Applied Energy, 287, p.116563.
Sandoval, E.B., and et.al., 2021, March. A Prototype of a Robot Memory Game: Exploring the
Technical Limitations of Human-Robot Interaction in a Playful Context. In Companion
of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (pp. 195-
199).
Schultheis, J. and Aprea, C., 2021. Applying insights from behavioral finance and learning
theory in designing a financial education serious game for secondary school students.
In Game-based Learning Across the Disciplines (pp. 3-24). Springer, Cham.
Vosinakis, S., 2021. Learning About the Heritage of Tinian Marble Crafts with a Location-Based
Mobile Game and Tour App. In Digital Heritage. Progress in Cultural Heritage:
Documentation, Preservation, and Protection: 8th International Conference, EuroMed
2020, Virtual Event, November 2–5, 2020, Revised Selected Papers (p. 377). Springer
Nature.
Zhang, Z., Zurlo, F. and Patricio, R., 2021, May. Embrace gamification for co-designing new
solutions: a framework of “game principles”. In 2021 IEEE Technology & Engineering
Management Conference-Europe (TEMSCON-EUR) (pp. 1-6). IEEE.
Zilio, D., Orio, N. and Zamparo, L., 2021. FakeMuse: A serious game on authentication for
cultural heritage. Journal on Computing and Cultural Heritage (JOCCH), 14(2), pp.1-22.
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