ACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION

Academic integrity, a commitment to honest and responsible behaviour in the world of education, is experiencing serious challenges due to rampant plagiarism in higher education. Research conducted by McCabe in 2015, which involved surveys from 2013 to 2015 of 80,000 students and 12,000 faculty on...

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Main Author: Aziz Kurniawan, M.
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/80977
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:80977
spelling id-itb.:809772024-03-17T04:45:23ZACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION Aziz Kurniawan, M. Indonesia Theses Academic integrity, gamification, mobile learning, plagiarism. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/80977 Academic integrity, a commitment to honest and responsible behaviour in the world of education, is experiencing serious challenges due to rampant plagiarism in higher education. Research conducted by McCabe in 2015, which involved surveys from 2013 to 2015 of 80,000 students and 12,000 faculty on US and Canadian campuses, revealed high levels of plagiarism. In this study, 79% of faculty reported that students copied material without citing the source. In addition, nearly two- thirds of students engaged in plagiaristic behaviour, with a percentage of 62% for the undergraduate level and 59% for the graduate level. In response to this situation, this research aims to develop a gamification-based academic integrity learning application as a preventive effort against plagiarism. This research uses the DRM (Design Research Methodology) method and the SLEEG (Smart Learning Environment Establishment Guideline) development method based on ISO 21001: 2018 and ADDIE (Analyze, Design, Develop, Implement, Evaluate) standards. The implementation of gamification features in the application is based on the MDA (Mechanic, Dynamic, and Aesthetic) framework applied to device technology. Application testing involved 30 respondents by evaluating user reactions using the TAM (Technology Acceptance Model) model on a five-point Likert scale, as well as evaluating the learning impact. The results show that the AcademiX app has ease of use and a positive experience, which contributes to increased user interest, motivation, and retention in learning academic integrity and plagiarism prevention. Overall, the AcademiX app is expected to be an effective solution to reduce the occurrence of plagiarism due to citation errors in the university environment. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Academic integrity, a commitment to honest and responsible behaviour in the world of education, is experiencing serious challenges due to rampant plagiarism in higher education. Research conducted by McCabe in 2015, which involved surveys from 2013 to 2015 of 80,000 students and 12,000 faculty on US and Canadian campuses, revealed high levels of plagiarism. In this study, 79% of faculty reported that students copied material without citing the source. In addition, nearly two- thirds of students engaged in plagiaristic behaviour, with a percentage of 62% for the undergraduate level and 59% for the graduate level. In response to this situation, this research aims to develop a gamification-based academic integrity learning application as a preventive effort against plagiarism. This research uses the DRM (Design Research Methodology) method and the SLEEG (Smart Learning Environment Establishment Guideline) development method based on ISO 21001: 2018 and ADDIE (Analyze, Design, Develop, Implement, Evaluate) standards. The implementation of gamification features in the application is based on the MDA (Mechanic, Dynamic, and Aesthetic) framework applied to device technology. Application testing involved 30 respondents by evaluating user reactions using the TAM (Technology Acceptance Model) model on a five-point Likert scale, as well as evaluating the learning impact. The results show that the AcademiX app has ease of use and a positive experience, which contributes to increased user interest, motivation, and retention in learning academic integrity and plagiarism prevention. Overall, the AcademiX app is expected to be an effective solution to reduce the occurrence of plagiarism due to citation errors in the university environment.
format Theses
author Aziz Kurniawan, M.
spellingShingle Aziz Kurniawan, M.
ACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION
author_facet Aziz Kurniawan, M.
author_sort Aziz Kurniawan, M.
title ACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION
title_short ACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION
title_full ACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION
title_fullStr ACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION
title_full_unstemmed ACADEMIC INTEGRITY LEARNING SYSTEM ON PLAGIARISM PREVENTION BASED ON GAMIFIED DEVICE APPLICATION
title_sort academic integrity learning system on plagiarism prevention based on gamified device application
url https://digilib.itb.ac.id/gdl/view/80977
_version_ 1822997065319317504