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Educational Game-Based Training (EGT) For Enhancing Ethics in Academic Writing in EFL Context

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Educational Game-Based Training (EGT) for Enhancing Ethics in Academic Writing in

EFL Context

 Playing games offers enjoyment, passionate involvement, motivation, satisfaction creativity, and
social interaction. Consequently, game could thus be explicitly designed
with educational purposes to be used in training specific subject and to teach a skill. This article
elucidates the results of an ongoing research project on the implementation of the game-based
training designed to make the implicit understandings on plagiarism to be explicit among
postgraduate students. In this article, the analysis of types and degrees of plagiarism found in
theses in four Thai research universities were obtained through plagiarism detecting software as
well as manual techniques. In addition, 30 postgraduate students (15 PhDs and 15 MAs) were
recruited on voluntary basis. The pre-test was administered to obtain their knowledge on
plagiarism and the perception towards various scenarios in academic writing prior to the
Educational Game-Based Training on ethics in academic writing. Later, the participants
played a 45-minute interactive games that teaches the participants goals, rules, adaptation,
problem-solving, interaction, all represented as scenarios. The post-test were then undertaken.
The results from the two research instruments were statically analyzed to find the effects of the
educational game-based training on patterns, frequencies, and quantity of plagiarism. The
disparity between the students’ understanding of plagiarism, strengths, weaknesses and also are
also used in evaluating the Educational Game-Based Training as well as to find a logical
connection among the games, the pre- and post-tests scores, and plagiarism in the theses. The
results showed that correlation between pre-test and post-test scores of all participants. It was
evident that there was a strong relationship between the participants’ satisfaction score in playing
the games and their post-test scores on implicit understandings on plagiarism and ethics in
academic writing. This could shade light on engaging postgraduate students in a learning activity
through explicit scenarios to create understanding in plagiarism problems from interaction
educational games. It should also be reminded that in order to keep the learners motivated and
involved in the learning throughout the games, it is essential to allow them to win and to lose in
the games.

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