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How to Recognize Plagiarism

Plagiarism Practice Tests


Please note:


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

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?

 

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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

There is no other way to accommodate the facts that different children learn at different rates and have different learning needs. But to have an attainment-based rather than time-based system, we must in turn have person-based progress rather than group-based progress. And that in tum requires changing the role of the teacher to that of a coach or facilitator/manager, rather than that of dispenser of knowledge to groups of students who pass by at the ring of a bell like so many little widgets on an assembly line.

References:
Reigeluth, C. M. (1994). The imperative for systemic change. In C. M. Reigeluth & R. J. Garfinkle (Eds.). Systemic change in education. Englewood Cliffs, NJ: Educational Technology Publications.

 

In the new paradigm of the information age, rather than serving as a dispenser of knowledge as teachers did in the industrial age, their role must change to that of coach or facilitator of learning (Reigeluth, 1994). There is no other way to accommodate the facts that different children learn at different rates and have different learning needs (Reigeluth, 1994, p. 8).

 

References:
Reigeluth, C. M. (1994). The imperative for systemic change. In C. M. Reigeluth & R. J. Garfinkle (Eds.). Systemic change in education. Englewood Cliffs, NJ: Educational Technology Publications.

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

 

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

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?

 

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