Game Design: Strategies to Avoid Plagiarism and Academic Misconduct

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Added on  2023/06/16

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This report details the design of a game aimed at educating students about plagiarism and academic misconduct, emphasizing the importance of academic integrity for their future careers. The proposed game, "Flip-Flop Plagiarism," involves teams answering questions about plagiarism and misconduct to assess their understanding and promote ethical academic practices. The game consists of two rounds where teams pick cards with numbers, and questions related to academic misconduct or plagiarism will be asked to them. Correct answers earn points, with bonus points available for other teams if the initial team fails to answer. The report concludes that such games are crucial for fostering a responsible approach to learning and preventing students from resorting to unfair means, ultimately contributing to their knowledge development and future success. Desklib offers a wide range of resources, including past papers and solved assignments, to support students in their academic endeavors.
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Game Design
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Table of Contents
INTRODUCTION...........................................................................................................................2
TASK-1...........................................................................................................................................2
Design a game for the students which will be helpful in developing the strategies to avoid
plagiarism and academic misconduct.....................................................................................2
TASK-2...........................................................................................................................................3
CONCLUSION...............................................................................................................................3
REFERENCES................................................................................................................................5
Books and Journals.................................................................................................................5
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INTRODUCTION
Academic misconduct can be defined as the action which includes the attempt to gain or
creating an academic advantage in an unfair term. In simple words, it is defined as the attempt
which is made by the students to gain an academic advantage by using methods such as cheating,
plagiarism or the transcripts so that they can gain good grades (Sasupilli, Bokil and Punekar,
2019). For good career it is important that students are not working or using any of the method
which is related with plagiarism or cheating. This report is about designing a game to avoid
academic misconduct so that students can develop the learning without using any unfair means.
TASK-1
Design a game for the students which will be helpful in developing the strategies to avoid
plagiarism and academic misconduct
Academic misconduct is the use of unfair terms which is being developed so that students
can gain higher grades in the exam. This is just the easy and simpler steps in which the students
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do not have to work hard on study and because of which they make use of such methods.
Plagiarism is the method in academic misconduct which defines the use of intellectual property
that has been developed by another person admitting the actual source. For the students this is
considered to be not beneficial because with this they will not be able to develop any knowledge
and the consequences of using such methods will be a loss for them (da Silva Leite, Retore and
Almeida, 2019). After the studies, students have to do jobs in which the knowledge about the
subject and having good grades is considered to be the most essential thing so that they can get
the good position in the workplace.
Thus, to tell about why students should not behave in an unfair way the development of
game will be essential the most. With this, the knowledge of plagiarism and academic
misconduct can be identified that how much they are having and how they have to work the best
so that they can make the development of knowledge. The game will be “Flip-Flop Plagiarism”
in which there will be six cards and three teams (Bourke and et. al., 2018). The game will be
about asking the questions from the students so that it can be evaluated that how much they
know about the plagiarism and academic misconduct. There will be two rounds and in each
round student from each team have to come up and pick the card on a random basis in which
number will be written. On the basis of that number, the teacher will ask them the questions
about the academic misconduct or the plagiarism. If the student of an any of the team will give
the right answer, then they will be awarded with 20 numbers but if any of the member in a team
would not be able to answer the question then it will be diverted to another team student and if
they will give the right answer then they will be awarded with the bonus number of 5.
TASK-2
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CONCLUSION
From the above report it can be concluded that it is important to design a game for the
students so that they can learn about the plagiarism and cheating and the fact that why it is
important to learn about the same. The game is being designed so that students can learn about
the things which is important for them and on the other side they must be told that why it is
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important for them to behave in a liable manner. It is essential because if they will not behave in
this manner then they would be able to develop the knowledge on their own which will be also
helpful
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REFERENCES
Books and Journals
da Silva Leite, P., Retore, A.P. and Almeida, L.D.A., 2019, July. Reflections on Elements of a
Game Design Model Applied to Inclusive Digital Games. In International Conference
on Human-Computer Interaction (pp. 284-300). Springer, Cham.
Bourke, P. and et. al., 2018, August. Review of player personality classifications to inform game
design. In 2018 IEEE Games, Entertainment, Media Conference (GEM) (pp. 1-9).
IEEE.
Sasupilli, M., Bokil, P. and Punekar, R.M., 2019. Game Design Frameworks and Evaluating
Techniques for Educational Games: A Review. Research into Design for a Connected
World, pp.277-286.
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