Question

In the case below, the original source material is given along with a sample of student work

 Item 3

 In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.


 Original Source Material


 Student Version

 In examining the history of the visionary companies, we were struck by how often they made some of their best moves not by detailed strategic planning, but rather by experimentation, trial and error, opportunism, and--quite literally-- accident. What looks in hindsight like a brilliant strategy was often the residual result of opportunistic experimentation and "purposeful accidents."

 References:

 Collins, 1. C., & Porras, 1. I. (2002). Built to last: Successful habits of visionary companies. New York, NY: Harper Paperbacks.

 The variety of projects that Google undertakes, from Internet search to cars that drive themselves, could be considered lack of focus. However, perhaps Google recognizes that successful moves that looked like the result of "a brilliant strategy was often the residual result of opportunistic experimentation" (Collins & Porras, 2002, p. 141).

 References:

 Collins, 1. C., & Porras, 1. I. (2002). Built to last: Successful habits of visionary companies. New York, NY: Harper Paperbacks.

 Which of the following is true for the Student Version above?

 O Word-for-Word plagiarism

 O Paraphrasing plagiarism

 O This is not plagiarism



 Item 4

 In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

 Original Source Material

 

Student Version

 First, the potential of digital games is discussed using the tutor/tool/tutee framework proposed by Taylor (1980). Second, the potential of digital games to enhance learning by connecting game worlds and real worlds is stated. Third, the possibility of digital games to facilitate collaborative problem-solving is addressed. Fourth, the capability of digital games to provide an effective environment for science learning is suggested. Last, the potential of using digital games to promote science learning for younger students is indicated.

 References:

 L, M. C., & Tsai, C. C. (2013). Game-Based Learning in Science Education: A Review of Relevant Research. Journal of Science Education and Technology, 1-22.

 There are five advantages of using games in science learning stated in the literature. Games can be used as tools; make connections between virtual worlds and the real world; promote collaborative problem solving; provide affective and safe environments; and encourage younger students for science learning.

 Which of the following is true for the Student Version above?

  •  Word-for-Word plagiarism

  •  Paraphrasing plagiarism

  •  This is not plagiarism

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Answer #1

Item 3

The plagiarism detected in the students article is word for word plagiarism. As the student copied the exact words from the original source material.

Item 4

The kind of plagiarism detected in the students version of article is Paraphrasing plagiarism. The student copied the exact same ideas of the source material just rephrased the content.Additionally the student did not cite the original source material

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