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Item 5 In the case below, the original source material is given along with a sample...

Item 5

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

Precedent is also described as "the unique knowledge embedded in a known design" (Oxman, 1994, p. 146), meaning, in everyday terms, that the memory of having experienced an existing design is a memory that contains special forms of knowledge... At heart, the design case is a description of a real artifact or experience that has been intentionally designed. A case may be as minimal as an individual image of a commercial product, a building, an advertisement, a classroom or anything else designed; these forms of design cases appear in hundreds of magazines, design annuals, competition catalogs, display books, web portfolios and similar venues.

References:

Boling, E. (2010). The need for design cases: Disseminating design knowledge. International Journal of Designs for Learning, 1 (1), 1-8.

According to Boling (2010, p. 2), "At heart, the design case is a description of a real artifact or experience that has been intentionally designed." She explains that the primary goal of a design case is to provide designers with precedent--defined by Oxman as "the unique knowledge embedded in a known design" (as quoted in Boling, 2010, p. 2). She further explains that expert designers are aware of numerous precedents which may be helpful in future designs. For example, educational game designers can view unique cases of game designs as precedents, which, in turn, may facilitate design of new games.

References:

Boling, E. (2010). The need for design cases: Disseminating design knowledge. International Journal of Designs for Learning, 1 (1), 1-8.

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

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 6

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

Decisions that look like the result of smart strategic thinking could, instead, be attributed to a culture that values opportunistic experimenting and intentional mishaps. Collins and Porras (2002) point out their surprise at finding that many of the visionary companies that they researched "made some of their best moves not by detailed planning, but rather by experimentation, trial and error, opportunism, and--quite literally--accident" (p. 141).

References:
Collins, J. C., & Porras, J. 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?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 7

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

Because computer systems exhibit performative intelligence, we can teach them to do tasks. It is this very capability that makes it possible to use computers as an interactive medium for instruction and learning. It is interaction which sets computers systems apart from other media such as books, television, and film. However, present-day computers literally do not understand the culturally bound meanings of the messages which they manipulate during these interactions because such computers lack qualitative intelligence.

References:
Frick, T. (1997). Artificially intelligent tutoring systems: what computers can and can't know. Journal of Educational Computing Research, 16(2), 107-124.

According to Frick (1997), computer systems demonstrate performative intelligence, when compared to other media such as books, television, and film. Computers can be programmed to do things. This feature of computer systems makes them an alternative medium for instruction and learning. However, he claims that computer systems lack the ability to understand the meaning of messages they send and receive during interaction with students and teachers.

References:
Frick, T. (1997). Artificially intelligent tutoring systems: what computers can and can't know. Journal of Educational Computing Research, 16(2), 107-124.

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

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 8

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

Use of mainstream games in schools remains rare, and is unlikely to be integrated into the curriculum. Reasons for this include:

  • it is difficult for teachers to identify quickly how a particular game is relevant to some component of the statutory curriculum, as well as the accuracy and appropriateness of the content within the game
  • the difficulty in persuading other school stakeholders as to the potential/actual educational benefits of computer games
  • the lack of time available to teachers to familiarize themselves with the game, and methods of producing the best results from its use
  • the amount of irrelevant content or functionality in a game which could not be removed or ignored, thus wasting valuable lesson time.

References:
Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning: A report forNESTA Futurelab. Retrieved from http://hal.archives-ouvertes.fr/docs/00/19/04/53/PDF/kirriemuir-j-2004-r8.pdf

Kirriemuir and McFarlane (2004) reported that the use of mainstream games in K-12 education is and will probably remain rare for several reasons. Evaluating a game's relevance to curriculum and accuracy of content is difficult and time-consuming. They further assert that a mainstream game which is applicable to curriculum standards will likely include irrelevant content. Finally, most teachers are not familiar with methods for using mainstream games in instruction.

References:
Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning: A report forNESTA Futurelab. Retrieved from http://hal.archives-ouvertes.fr/docs/00/19/04/53/PDF/kirriemuir-j-2004-r8.pdf

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 5: This is not plagiarism

Reason: The student has quoted and referenced the original source quite properly. Moreover she has shared her own perspective about the given topic. This is not plagiarism.

Item 6: This is Paraphrasing plagiarism

Reason: The student has just para-phrased the ideas and concepts of the original source. There is no originality in the perspective shared.

Item 7: This is Paraphrasing plagiarism

Reason: The student has just rearranged the content of the original source. There is no originality of ideas and hence this is not a unique perspective but a copy of the original content.

Item 8: This is not plagiarism

Reason: The student has explained the content of the original source with proper quotation and referencing. This cannot be considered plagiarism.

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