Friday, 21 May 2010

Digital storytelling, media and plagiarism

Education has put a lot of effort into addressing plagiarism in recent years using e-learning technologies like electronic submission, Turnitin and Google. How does plagiarism relate to digital media assignments such as podcasts and digital storytelling?
I've been involved with running machinina assignments over recent years involving students making good use of virtual worlds like World of Warcraft and Second Life. When does what they capture become their own work? Hoe much of the environment represented in their dork belongs to them?
Richer media, whether aural or visual, introduces not only new layers meaning, bit new layers of rights (and wrongs).
On the face of it. It is simple: students are instructed to acknowledge the work of others and to not pass it off as their own. But with text this is relatively easy to check. With audio or video it's not.
Self-plagiarism is another issue - what is to prevent a student from submitting the same work, or something very similar, for more than one assignment lead by different tutors. This just happened to me and it was only coincidence that led me to spotting what was going on.
From the student's point of view, he had not made the connection that you can plagiarise with media other than text. And anyway, there's a question as to whether reused footage represents a breach of regulation in this case. I think the best I can do, until I hear about other prople's experiences, is to advise students to avoid reusing their own work or that of others without clearly acknowing the source.
I'd love to hear about any work that has been conducted in this area.

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Location:Lambra Rd,Barnsley,United Kingdom

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