What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
The Game Design Reader: A Rules of Play Anthology
The Game Design Reader: A Rules of Play Anthology
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
Creative Uses of Software Errors: Glitches and Cheats
Social Science Computer Review
Faculty and Student Classroom Influences on Academic Dishonesty
IEEE Transactions on Education
Stochastic frontier estimation of efficient learning in video games
Computers & Education
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Technology use, and video game play in particular, occupies a large amount of time in a typical teenager's life. Methods of learning and playing video games differ from that of traditional learning settings in that it is common to collaborate and use alternative methods known as "cheats" in the gaming world, strategies that might be considered unethical in the traditional classroom setting. This study took a phenomenological approach to developing an understanding of student views of cheating in these two different settings, and investigating their motivations for engaging in cheating behaviors. Researchers explore the narratives of three teenage males as they described their experiences in gaming and in school, and their views of ethics, honesty, and acceptable forms of information gathering in the two contexts. Analyses reveal three themes relating to students' conceptions of cheating. Implications are discussed, particularly as they relate to setting and maintaining ethical standards in the school setting.