The prevalence of plagiarism, cheating, and other acts of academic dishonesty may be as high as 80% in populations of high school and post-secondary students. Various educational interventions have been developed and implemented in an effort to educate students about academic integrity and to prevent academic misconduct. We reviewed the peer-reviewed research literature describing face-to-face workshops, elearning tutorials, or blended approaches for promoting academic integrity and the effectiveness of these approaches. In general, the educational interventions were described as effective in terms of satisfaction with the intervention, and changes in students' attitudes and knowledge of academic integrity. Few studies provided evidence that the educational interventions changed student behaviour or outcomes outside the context of the intervention. Future research should explore how participation in educational interventions to promote academic integrity are linked to long-term student outcomes, such as graduate school admission, alumni career success, service to society, and personal stability.
This paper is a synthesis of 17 qualitative, quantitative, and mixed-method studies published over the last decade. The synthesis suggests that game-enhanced learning provides a set of effective strategies such as language repetitions, contextual clues, interaction with native speakers and peers, and imagery to practice and use second language vocabulary in the authentic context. Some of the strategies such as word lists, dictionaries, and vocabulary exercises are more beneficial when combined with native speakers or peers' interactions. Due to high interactivity of games, note taking and media strategies provide less support for vocabulary learning. The lack of high quality studies and empirical data makes it difficult to draw conclusions about which video games strategies provide the most benefit. The synthesis of research identifies that generally game-enhanced practices are helpful for second language vocabulary enhancement.
The purpose of the present paper is to identify trends in the digital game-based second language learning research by synthesizing findings according to game types and genres, and their effect on reading, writing, speaking, listening skills, and vocabulary outcomes. A total of 26 studies were synthesized. The synthesis concludes that overall, both commercial and serious games and synthetic immersive environments have positive effects on learning outcomes, especially vocabulary. At the same time, the effectiveness of one game type or genre may depend on learners' gender, second language proficiency, gaming experience, and specific educational objectives. Traditional drill-and-practice may be more effective for vocabulary consolidation than some commercial games. Some learners may still prefer conventional instructions. Recommendations for further research are discussed.
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