TY - GEN
T1 - Anti-Plagiarism Adventure Game
T2 - 2024 IEEE Gaming, Entertainment, and Media Conference, GEM 2024
AU - Govender, Terence
AU - Lubbe, Johanna Catharina
AU - Arnedo-Moreno, Joan
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024/6/5
Y1 - 2024/6/5
N2 - In higher education, digital game-based learning has gained substantial attention as an innovative and engaging approach to enhancing learning experiences. Game-based approaches can be used at all stages of education to provide practical applications and experiential learning instead of focusing solely on theoretical or conceptual learning. This paper explores the effectiveness of using a visual novel as a low-resource tool to promote plagiarism awareness in undergraduates. The voluntary study was broken into two parts: a pre and post-test assessment to measure the game's impact on students' knowledge of plagiarism (n=66) and a questionnaire with additional qualitative input (n= 104). The results demonstrated a statistically significant increase in test scores, supporting the potential to deliver educational content - in this case, important policies. Furthermore, the qualitative data showed that the participants had a positive experience interacting with the game. Overall, visual novels may be an effective game-based medium for instruction - especially where budgets are limited.
AB - In higher education, digital game-based learning has gained substantial attention as an innovative and engaging approach to enhancing learning experiences. Game-based approaches can be used at all stages of education to provide practical applications and experiential learning instead of focusing solely on theoretical or conceptual learning. This paper explores the effectiveness of using a visual novel as a low-resource tool to promote plagiarism awareness in undergraduates. The voluntary study was broken into two parts: a pre and post-test assessment to measure the game's impact on students' knowledge of plagiarism (n=66) and a questionnaire with additional qualitative input (n= 104). The results demonstrated a statistically significant increase in test scores, supporting the potential to deliver educational content - in this case, important policies. Furthermore, the qualitative data showed that the participants had a positive experience interacting with the game. Overall, visual novels may be an effective game-based medium for instruction - especially where budgets are limited.
KW - asynchronous learning
KW - digital game-based learning
KW - higher education
KW - serious games
KW - visual novel
UR - http://www.scopus.com/inward/record.url?scp=85199522211&partnerID=8YFLogxK
U2 - 10.1109/gem61861.2024.10585502
DO - 10.1109/gem61861.2024.10585502
M3 - Conference contribution
AN - SCOPUS:85199522211
T3 - 2024 IEEE Gaming, Entertainment, and Media Conference, GEM 2024
BT - 2024 IEEE Gaming, Entertainment, and Media Conference, GEM 2024
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 5 June 2024 through 7 June 2024
ER -