53,177 research outputs found

    Quizzing Students about their Writing: Implications for Deterring and Detecting Contract Cheating, and Promoting Academic Integrity and Greater Engagement

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    Contract cheating is a significant concern in the higher education sector, and a multi-faceted approach focusing on student learning and growth, in addition to deterring and detection cheating, is necessary to address the issue. One way to support student learning is by encouraging active engagement in learning activities and assessments. To this end, we explored the utility Auth+ by Sikanai, an authorship verification platform that auto-generates six multiple-choice questions based on students’ writing submissions and generates scores based on responses to the questions. Auth+ is designed to encourage students to engage in the learning process and to facilitate the detection of potential contract cheating. Auth+ was implemented in a third-year computer science course, and 24 students shared their perceptions of its value for teaching and learning. Only 25% of students agreed that Auth+ would be useful in their studies but 62.5% agreed it would deter contract cheating. We also found an association between Auth+ scores and individual differences in working memory (τB = .391). Our findings suggest that, with further technology development, authorship verification platforms may be useful for promoting academic integrity and deeper engagement in learning at scale. Training educators to interpret the results and use them as part of a multi-faceted strategy for promoting academic integrity and reduce academic misconduct is important

    Security for CLP

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.Includes bibliographical references (p. 43-44).This MENG thesis implements a security system for a classroom presentation system called the Classroom Learning Partner (CLP). The goal of the security system is to prevent cheating on electronic quizzes. CLP is a system that uses Tablet PCs in the classroom to enhance learning and encourage interaction between the instructor and students. The instructor creates exercises which are displayed on slides on the students' Tablet PCs. The students complete the exercises and submit them to the instructor and to a central database. The security implementation makes it possible to extend this framework for electronic quiz administration. This thesis discusses current cheating prevention methodologies and extends them to account for electronic quiz-taking scenarios. The basis of the security system is SQL Server authentication for authentication to a central database, and SSL for encryption of network traffic.by Karin Iancu.M.Eng

    A Study of E-Cheating Habit of Students in Three Selected Universities in Nigeria.

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    Several studies have emerged on examination misconduct in Nigeria, but „e-cheating‟ habit of students, a new form of examination fraud is yet to be given adequate attention in the literature. This study is provoked to address this problem not only in the country but also in academic scholarship. Using three selected Universities samples, the study examines methods which students are using in engaging ICTs to perpetuate examination misconduct. Relying on raw data of one hundred and ninetynine (199) students retrieved, the study attempted to uncover if a significant difference exists in echeating habit between ICT-compliant students and other students in rubrics not science-oriented. It equally tried to discover if there is a significant difference in e-cheatng habit between male and female students. Drawing on the recorded data in each institution, the study reported five ICT tools associated with examination misconduct. Using chi-square (X2) to test the hypotheses, the study reported a significant difference between ICT-complinat students and other students in rubrics not scienceoriented. Finally, it revealed a significant difference in e-cheating habit between male and female students

    Collaboration Versus Cheating

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    We outline how we detected programming plagiarism in an introductory online course for a master's of science in computer science program, how we achieved a statistically significant reduction in programming plagiarism by combining a clear explanation of university and class policy on academic honesty reinforced with a short but formal assessment, and how we evaluated plagiarism rates before SIGand after implementing our policy and assessment.Comment: 7 pages, 1 figure, 5 tables, SIGCSE 201

    Authentication of Students and Students’ Work in E-Learning : Report for the Development Bid of Academic Year 2010/11

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    Global e-learning market is projected to reach $107.3 billion by 2015 according to a new report by The Global Industry Analyst (Analyst 2010). The popularity and growth of the online programmes within the School of Computer Science obviously is in line with this projection. However, also on the rise are students’ dishonesty and cheating in the open and virtual environment of e-learning courses (Shepherd 2008). Institutions offering e-learning programmes are facing the challenges of deterring and detecting these misbehaviours by introducing security mechanisms to the current e-learning platforms. In particular, authenticating that a registered student indeed takes an online assessment, e.g., an exam or a coursework, is essential for the institutions to give the credit to the correct candidate. Authenticating a student is to ensure that a student is indeed who he says he is. Authenticating a student’s work goes one step further to ensure that an authenticated student indeed does the submitted work himself. This report is to investigate and compare current possible techniques and solutions for authenticating distance learning student and/or their work remotely for the elearning programmes. The report also aims to recommend some solutions that fit with UH StudyNet platform.Submitted Versio

    Social Norms in Virtual Worlds of Computer Games

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    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue

    Can relativistic bit commitment lead to secure quantum oblivious transfer?

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    While unconditionally secure bit commitment (BC) is considered impossible within the quantum framework, it can be obtained under relativistic or experimental constraints. Here we study whether such BC can lead to secure quantum oblivious transfer (QOT). The answer is not completely negative. On one hand, we provide a detailed cheating strategy, showing that the "honest-but-curious adversaries" in some of the existing no-go proofs on QOT still apply even if secure BC is used, enabling the receiver to increase the average reliability of the decoded value of the transferred bit. On the other hand, it is also found that some other no-go proofs claiming that a dishonest receiver can always decode all transferred bits simultaneously with reliability 100% become invalid in this scenario, because their models of cryptographic protocols are too ideal to cover such a BC-based QOT.Comment: Published version. This paper generalized some results in Sec. V of arXiv:1101.4587, and pointed out the limitation of the proof in arXiv:quant-ph/961103

    Sealed containers in Z

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    Physical means of securing information, such as sealed envelopes and scratch cards, can be used to achieve cryptographic objectives. Reasoning about this has so far been informal. We give a model of distinguishable sealed envelopes in Z, exploring design decisions and further analysis and development of such models
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