Question

Item 1 In the case below, the original source material is given along with a sample...

Item 1

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 2

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

Cobbling together elements from the previous definition and whittling away the unnecessary bits leaves us with the following definitions: A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. This definition structurally resembles that of Avedon and Sutton-Smith, but contains concepts from many of the other authors as well.

References:
Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, Massachusetts: The MIT Press.

Salen and Zimmerman (2004) reviewed many of the major writers on games and simulations and synthesized the following definitions: "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome" (p. 80). They contended that some simulations are not games but that most games are some form of simulation.

References:
Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, Massachusetts: The MIT Press.

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

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

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

The concept of systems is really quite simple. The basic idea is that a system has parts that fit together to make a whole; but where it gets complicated - and interesting - is how those parts are connected or related to each other. There are many kinds of systems: government systems, health systems, military systems, business systems, and educational systems, to name a few.

References:
Frick, T. (1991). Restructuring education through technology. Bloomington, IN: Phi Delta Kappa Educational Foundation.

Systems, including both business systems, and educational systems, are actually very simple. The main idea is that systems have parts that fit together to make a whole. What is interesting is how those parts are connected together.

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

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

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

There is a design methodology called rapid prototyping, which has been used successfully in software engineering. Given similarities between software design and instructional design, we argue that rapid prototyping is a viable method for instructional design, especially for computer-based instruction.

References:
Tripp, S. D., & Bichelmeyer, B. A. (1990). Rapid prototyping: An alternative instructional design strategy. Educational Technology Research and Development, 38(1), 31-44.

Tripp and Bichelmeyer (1990) suggested that rapid prototyping could be an advantageous methodology for developing innovative computer-based instruction. They noted that this approach has been used successfully in software engineering; hence, rapid prototyping could also be a viable method for instructional design due to many parallels between software design and instructional design.


References:
Tripp, S. D., & Bichelmeyer, B. A. (1990). Rapid prototyping: An alternative instructional design strategy. Educational Technology Research and Development, 38(1), 31-44.

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

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

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

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

0 0
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Answer #1

1. This is not plagiarism

in this case, the author has not copied the sentences as it is. Nor, has the author rephrased the original source material. Hence, this cannot be considered plagiarism.

2. This is not plagiarism

3. Paraphrasing plagiarism

4. This is not plagiarism

here, the author has used some of the words, but not in a direct manner. There is no direct copying of statements

5. Word for word plagiarism

the author has used some of the words in a direct manner.

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