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 The game-based laboratory was vastly different from their expectations and experiences of a typical laboratory; this might have resulted in the students being disconnected from the learning aspect of the game. However, the students' comments suggested that their discomfort with the video game was due to the fact that they did not perceive that a video game could really be educational. The game became a disruption to their traditional ways of science learning and interfered with how they perceived the learning experience. This perspective is potentially problematic as it suggests that pedagogical disruptions such as video games that are designed to be powerful learning tools simply may not work for all students. Student Version Since a game-based laboratory provides a virtual environment with different experiences than in a real lab, students may fail to connect these virtual experiences to real lab experiences. Student and teacher beliefs that games are entertainment tools, not educational tools, may minimize the potential of video games intended to help students learn science. References: Anderson, J. L., & Barnett, M. (2013). Learning Physics with Digital Game Simulations in Middle School Science. Journal of Science Education and Technology, 1-13.

Ciccarelli: Psychology_5 (5th Edition)
5th Edition
ISBN:9780134477961
Author:Saundra K. Ciccarelli, J. Noland White
Publisher:Saundra K. Ciccarelli, J. Noland White
Chapter1: The Science Of Psychology
Section: Chapter Questions
Problem 1TY
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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
The game-based laboratory was
vastly different from their
expectations and experiences of a
typical laboratory; this might have
resulted in the students being
disconnected from the learning
aspect of the game. However, the
students' comments suggested that their
discomfort with the video game was due
to the fact that they did not perceive
that a video game could really be
educational. The game became a
disruption to their traditional ways
of science learning and interfered
with how they perceived the
learning experience. This perspective
is potentially problematic as it suggests
that pedagogical disruptions such as
video games that are designed to be
powerful learning tools simply may not
work for all students.
Student Version
Since a game-based laboratory provides
a virtual environment with different
experiences than in a real lab, students
may fail to connect these virtual
experiences to real lab experiences.
Student and teacher beliefs that games
are entertainment tools, not educational
tools, may minimize the potential of
video games intended to help students
learn science.
References:
Anderson, J. L., & Barnett, M. (2013).
Learning Physics with Digital Game
Simulations in Middle School
Science. Journal of Science Education
and Technology, 1-13.
Transcribed Image Text: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 The game-based laboratory was vastly different from their expectations and experiences of a typical laboratory; this might have resulted in the students being disconnected from the learning aspect of the game. However, the students' comments suggested that their discomfort with the video game was due to the fact that they did not perceive that a video game could really be educational. The game became a disruption to their traditional ways of science learning and interfered with how they perceived the learning experience. This perspective is potentially problematic as it suggests that pedagogical disruptions such as video games that are designed to be powerful learning tools simply may not work for all students. Student Version Since a game-based laboratory provides a virtual environment with different experiences than in a real lab, students may fail to connect these virtual experiences to real lab experiences. Student and teacher beliefs that games are entertainment tools, not educational tools, may minimize the potential of video games intended to help students learn science. References: Anderson, J. L., & Barnett, M. (2013). Learning Physics with Digital Game Simulations in Middle School Science. Journal of Science Education and Technology, 1-13.
that a video game could really be
educational. The game became a
disruption to their traditional ways
of science learning and interfered
with how they perceived the
learning experience. This perspective
is potentially problematic as it suggests
that pedagogical disruptions such as
video games that are designed to be
powerful learning tools simply may not
work for all students.
References:
Anderson, J. L., & Barnett, M. (2013).
Learning Physics with Digital Game
Simulations in Middle School
Science. Journal of Science Education
and Technology, 1-13.
References:
Anderson, J. L., & Barnett, M. (2013).
Learning Physics with Digital Game
Simulations in Middle School
Science. Journal of Science Education
and Technology, 1-13.
Which of the following is true for the Student Version above?
Word-for-Word plagiarism
Paraphrasing plagiarism
This is not plagiarism
Transcribed Image Text:that a video game could really be educational. The game became a disruption to their traditional ways of science learning and interfered with how they perceived the learning experience. This perspective is potentially problematic as it suggests that pedagogical disruptions such as video games that are designed to be powerful learning tools simply may not work for all students. References: Anderson, J. L., & Barnett, M. (2013). Learning Physics with Digital Game Simulations in Middle School Science. Journal of Science Education and Technology, 1-13. References: Anderson, J. L., & Barnett, M. (2013). Learning Physics with Digital Game Simulations in Middle School Science. Journal of Science Education and Technology, 1-13. 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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