@Article{info:doi/10.2196/33459, author="Ade-Ibijola, Abejide and Young, Keagan and Sivparsad, Nashik and Seforo, Mpho and Ally, Suhail and Olowolafe, Adebola and Frahm-Arp, Maria", title="Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study", journal="JMIR Serious Games", year="2022", month="Feb", day="16", volume="10", number="1", pages="e33459", keywords="serious games; educational games; plagiarism; library games; game mechanics; education; teaching", abstract="Background: Educational games have been proven to support the teaching of various concepts across disciplines. Plagiarism is a major problem among undergraduate and postgraduate students at universities. Objective: In this paper, we propose a game called Plagi-Warfare that attempts to teach students about plagiarism. Methods: To do this at a level that is beyond quizzes, we proposed a game storyline and mechanics that allow the player (or student) to play as a mafia member or a detective. This either demonstrated their knowledge by plagiarizing within the game as a mafia member or catching plagiarists within the game as a detective. The game plays out in a 3D environment representing the major libraries of the University of Johannesburg, South Africa. In total, 30 students were selected to evaluate the game. Results: Evaluation of the game mechanics and storyline showed that the student gamers enjoyed the game and learned about plagiarism. Conclusions: In this paper, we presented a new educational game that teaches students about plagiarism by using a new crime story and an immersive 3D gaming environment representing the libraries of the University of Johannesburg. ", issn="2291-9279", doi="10.2196/33459", url="https://games.jmir.org/2022/1/e33459", url="https://doi.org/10.2196/33459", url="http://www.ncbi.nlm.nih.gov/pubmed/35171103" }