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Social Studies, 16.03.2020 20:54 alejandra216

Original Source Material:
The Diffusion Simulation Game (DSG) teaches change management strategies which are consistent with Rogers' (2003) diffusion of innovation theory and related research. The player's goal within the DSG is to promote the acquisition of strategies that result in the adoption of an instructional innovation (peer tutoring) by the principal, teachers, and support staff at a fictional junior high school. The underlying model of the DSG represents several concepts of the diffusion of innovations theory such as: progressive adoption stages (awareness, interest, appraisal and trial, and adoption of the innovation), adopter types (innovators, early adopters, early majority, late majority, and laggards), opinion leaders, and gatekeepers.

Student Version:
Educational games that are available online represent an approach to learning that is very different from what happens in traditional classrooms. One example of an online educational game is the Diffusion Simulation Game (DSG). The goal in the DSG is for players to learn "strategies that result in the adoption of an instructional innovation" (Lara, Myers, Frick, Aslan, & Michaelidou, 2010, p.41). The first time I played I wasn't able to get many to adopt the innovation (peer tutoring) but I got better as I replayed the game.

Which of the following is true for the Student Version above?

a. Word-for-Word plagiarism
b. Paraphrasing plagiarism
c. This is not plagiarism

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