Game Design Project: Strategies for Avoiding Plagiarism and Misconduct

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Added on  2022/12/16

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AI Summary
This project report details the design of a game, titled "Clipping Plagiarism", aimed at educating students on academic integrity and preventing plagiarism. The introduction defines plagiarism as the unauthorized use of another's work and academic misconduct as actions that provide unfair academic advantages. The game's design involves a card-based structure with questions and points, categorized into segments focusing on avoiding plagiarism, academic misconduct, and the importance of academic integrity. The report concludes that game design is an effective method for spreading awareness about academic integrity. By engaging students through interactive games, universities can help decrease unethical practices and promote ethical behavior in assignments and future careers. The references include several books and journal articles related to plagiarism, academic misconduct, and game-based learning, supporting the project's rationale and design.
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Game Design
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Contents
INTRODUCTION...........................................................................................................................2
TASK 1............................................................................................................................................3
Game design to avoid plagiarism and academic misconduct.................................................3
Task 2...............................................................................................................................................4
Conclusion.......................................................................................................................................4
REFERENCES................................................................................................................................5
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INTRODUCTION
Plagiarism is defined as an act of using the thoughts and language of another author without
authorization as well as representation of that authors work. In addition to this, it is referred as
the practice of taking someone’s idea and work and passing them off as one’s own. It comes
under the category of academic misconduct which is unethical as well (Dishon and Kafai, 2020).
For avoiding such academic misconduct and plagiarism from working patterns of students, a
game is developed which assist in avoiding and declining Plagiarism from the assessment of
individual. On the other hand, Academic misconduct is an action which might results in
developing and unfair academic benefit for oneself and academic disadvantage for some other
person. In context to this, students are required to gain knowledge about unethical practices
along with its effect on the learning life of their career. Therefore, a game is design in the present
report for developing the overall knowledge regarding academic integrity and also declining
plagiarism. Moreover, it leads to outline the importance of academic integrity that is beneficial to
develop the game.
TASK 1
Game design to avoid plagiarism and academic misconduct
Plagiarism is one of the major issue in academic and is now becoming barrier in the learning
life people as it directly leads to adjustments of integrity in working patterns among students that
hinder knowledge as well as learning of students (Booth, Stuhmcke and Wangmann, 2020).
Along with this, it has been determined that students learning results are quick by games as it
tends to foster the academic integrity within University through following design of games
involving an appropriate strategy for avoiding misconduct and plagiarism.
Clipping plagiarism: It is a type of online game that is being designed for students so
that they can gain insight about academic integrity and also assist them to avoid plagiarism as
well as any sort of academic misconduct. Along with this, clipping plagiarism is beneficial as it
leads to represent the features that leads to recognize morale and honesty of students towards
their work. Moreover, it is also helpful for students in neglecting unethical practices which in
turn assist in gaining academic advantage to students.
Model and structure of Clipping plagiarism
Working and structure:
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The appropriate structure is mainly based on the cards and is categorized into three segments
in which students required to flip card in order to see question which they need to answer. Every
answer involves some points for instance 20, 30, 40 and many more. The answer respond by
students give them some points for winning game. The game structured is developed with a
motive to learn and teach something innovative by giving proper feedback to improve the overall
performance. Every card is associated with few points and is categorized in a segment like:
Neglect plagiarism
No to academic misconduct
Importance of academic integrity
Design & Model of game:
The name of the game is Clipping plagiarism as it cuts the content as well as words that are
being imitative by students and is also assist them about how to neglect plagiarism (Cavaliere
and et. al., 2020). Every card provides few points on the basis of corrections made by students in
answer. In context to this, suitable image of clipping plagiarism game is mentioned below:
Task 2
(Covered in Poster)
Conclusion
From the above discussion, it has been concluded that game design is associated with
avoidance and decline of plagiarism as well as academic integrity. In addition to this, Students
are outreaching the various ways for getting the work done without knowledge and hard work. In
the present time, it is now becoming quite significant for the universities to give awareness and
spread knowledge regarding academic Integrity so that the level of issues arise due to unethical
practices is declined. Thus, it is analyse that game such as sniping plagiarism is one of the
effective ways to spread knowledge about academic integrity as it assist in avoiding as well as
declining plagiarism from one’s work. Moreover, it is important for students to focus on
performing activities and assignments in an ethical manner in order to avoid any academic
misconduct and performing unethical practices as it impact directly on their future career and
growth.
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REFERENCES
Books & Journal
Booth, T., Stuhmcke, A. and Wangmann, J., 2020. There is plagiarism… and then there is
plagiarism: academic misconduct and admission to legal practice. International Journal
of the Legal Profession, 27(3), pp.291-316.
Cavaliere and et. al., 2020. Academic Misconduct and Plagiarism: Case Studies from
Universities Around the World. Lexington Books.
Chen, F., Cui, Y. and Chu, M.W., 2020. Utilizing Game Analytics to Inform and Validate Digital
Game-based Assessment with Evidence-centered Game Design: A Case
Study. International Journal of Artificial Intelligence in Education, 30(3), pp.481-503.
Dishon, G. and Kafai, Y.B., 2020. Making more of games: Cultivating perspective-taking
through game design. Computers & Education, 148, p.103810.
Engelstein, G. and Shalev, I., 2019. Building blocks of tabletop game design: an encyclopedia of
mechanisms. CRC Press.
Montoneri, B., 2019. Plagiarism and Ethical Issues: A Literature Review on Academic
Misconduct. Handbook of Research on Ethics, Entrepreneurship, and Governance in
Higher Education, pp.1-25.
Parnther, C., 2020. Academic misconduct in higher education: A comprehensive review. Journal
of Higher Education Policy And Leadership Studies, 1(1), pp.25-45.
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