Determine the type of plagiarism by clicking the appropriate radio button

Item 6 In the case below, the original source material is given along with a sample…

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
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

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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
Science classrooms offer at least five ways to individualize and to enhance students’learning using games and simulations beyond what is possible in informal settings. First, teachers can assign students to teams based on detailed knowledge of learners’ intellectual and psychosocial characteristics. Second, in contrast to relatively unguided learning in contexts outside of school, science teachers can alter their classroom instruction and support based on the feedback educational games and simulations provide. Third, science games and simulations are adaptable to students with special needs, allowing them to be mainstreamed in science classrooms. Fourth, educational games and simulations can prepare students to take full advantage of real world field trips in science classrooms. Fifth, teachers through their knowledge of students can relate virtual experiences in science games and simulations to what is happening in the real world or in their personal lives.

References:
Dede, C. (2009). Learning context: Gaming, gaming simulations, and science learning in the classroom. Paper commissioned for the National Research Council Workshop on Gaming and Simulations, October 6-7, Washington, DC. Retrieved from: http://www7.nationalacademies.org/
bose/Dede_Gaming_CommissionedPaper. pdf

According to Dede (2009), different games can be assigned and used based on students’ characteristics. Information about student performance when playing games can help science teachers plan subsequent classroom activities. Games also can be utilized for students with special needs, which can be selected to match their ability levels.

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
In a complex task such as creating a website for learning, instructors may want to support the generation of multiple solutions in learners’ peer feedback. Anonymity may create a social context where learners feel freer to express varied ideas, and make the task of giving feedback less inhibited. However, teachers need to know just how anonymity impacts the learning dynamic in order to make informed choices about when anonymous configurations are appropriate in peer feedback.

References:
Howard, C. D., Barrett, A. F., & Frick, T. W. (2010). Anonymity to promote peer feedback: Pre-service teachers’ comments in asynchronous computer-mediated communication. Journal of Educational Computing Research, 43(1), 89-112.

Increased availability of technology in my classroom makes it easier for peer feedback activities to be conducted anonymously which “may create a social context where learners feel freer to express varied ideas, and make the task of giving feedback less inhibited” (Howard, Barrett, & Frick, 2010, p. 90). However, I worry that my students may be overly harsh if they don’t have to stand by their comments.

References:
Howard, C. D., Barrett, A. F., & Frick, T. W. (2010). Anonymity to promote peer feedback: Pre-service teachers’ comments in asynchronous computer-mediated communication. Journal of Educational Computing Research, 43(1), 89-112.

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

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 9

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 goal of instruction for the behaviorist is to elicit the desired response from the learner who is presented with a target stimulus. To accomplish this, the learner must know how to execute the proper response, as well as the conditions under which that response should be made. Therefore, instruction is structured around the presentation of the target stimulus and the provision of opportunities for the learner to practice making the proper response.

References:
Ertmer, P. A., & Newby, T. J. (1993). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly6(4), 50-71.

According to behaviorism, instruction should provide necessary stimulus in order for learners to produce desired response. It is important that the learner must know how to execute the proper response under the required conditions in order to produce the desired response (Ertmer & Newby, 1993). Instruction should provide learner with opportunities that the learner practice to elicit the desired outcome.

References:
Ertmer, P. A., & Newby, T. J. (1993). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly6(4), 50-71.

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

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 10

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 affective environment for science learning is suggested. Last, the potential of using digital games to promote science learning for younger students is indicated.

References:
Li, 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