Plagiarism is a significant issue among undergraduate and postgraduate students in universities. Educational games have demonstrated their effectiveness in supporting the teaching of various concepts across disciplines.

In this paper, we introduce an educational game named Plagi-Warfare, designed to educate students about plagiarism through an engaging crime story and an immersive 3D gaming environment that represents the libraries of the University of Johannesburg.

For the evaluation of the game, a total of 30 students were selected. Undergraduate students actively involved in the development of Plagi-Warfare include Keagan Young (2nd Year), Nashik Sivparsad (2nd Year), Mpho Seforo (2nd Year), Suhail Ally (2nd Year), and Adebola Olowolafe (3rd Year). These students underwent training in academic writing and co-authored this article, collaborating with Prof. Maria Frahm-Arp, the Executive Director of the University of Johannesburg Library.

We acknowledge the support of the University of Johannesburg Library Team, specifically Ms. Alrina De Bruyn and Dr. Elize Du Toit, for their contribution to this project.

Prof. Ade-Ibijola’s vision for the Kingsman Academic has consistently emphasized the involvement of undergraduate students in research from an early stage, particularly when they can effectively manage the workload and still excel in their academic endeavors.

  • Abejide Ade-Ibijola, Keagan Young, Nashik Sivparsad, Mpho Seforo, Suhail Ally, Adebola Olowolafe, and Maria Frahm-Arp (2022). “Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study.” In JMIR Serious Games Journal (DHET/Scopus), Vol. 10, Number 1, pp. e33459 (2022), JMIR Publications, Toronto, ON, M5A 0P6, ISSN: 2291-9279. URL: https://games.jmir.org/2022/1/e33459, doi: www.doi.org/10.2196/33459 [Canada].

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