Abstract

BackgroundEducational games have been proven to support the teaching of various concepts across disciplines. Plagiarism is a major problem among undergraduate and postgraduate students at universities.ObjectiveIn this paper, we propose a game called Plagi-Warfare that attempts to teach students about plagiarism.MethodsTo do this at a level that is beyond quizzes, we proposed a game storyline and mechanics that allow the player (or student) to play as a mafia member or a detective. This either demonstrated their knowledge by plagiarizing within the game as a mafia member or catching plagiarists within the game as a detective. The game plays out in a 3D environment representing the major libraries of the University of Johannesburg, South Africa. In total, 30 students were selected to evaluate the game.ResultsEvaluation of the game mechanics and storyline showed that the student gamers enjoyed the game and learned about plagiarism.ConclusionsIn this paper, we presented a new educational game that teaches students about plagiarism by using a new crime story and an immersive 3D gaming environment representing the libraries of the University of Johannesburg.

Highlights

  • Plagiarism is the reuse of another person’s ideas, work, or words as one’s own, without sufficient credit being given to the original creator [1]

  • The results show that the majority (27/30, 90%) of the players found the game educational and believed that they could learn about plagiarism from the game, while a small number stated that they were not sure—there was no negative stance on this question

  • We proposed a new game story and designed new game mechanics for student players to get into an immersive gaming environment and get rewarded by either detecting plagiarism scenarios or play the role of a mafia member to commit plagiarism within the game—another way of clearly acknowledging what plagiarism is

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Summary

Introduction

Plagiarism is the reuse of another person’s ideas, work, or words as one’s own, without sufficient credit being given to the original creator [1]. Methods: To do this at a level that is beyond quizzes, we proposed a game storyline and mechanics that allow the player (or student) to play as a mafia member or a detective. This either demonstrated their knowledge by plagiarizing within the game as a mafia member or catching plagiarists within the game as a detective. Conclusions: In this paper, we presented a new educational game that teaches students about plagiarism by using a new crime story and an immersive 3D gaming environment representing the libraries of the University of Johannesburg

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Methods
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