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A Consideration of the Use of Plagiarism Tools for Automated Student Assessment

机译:使用of窃工具进行自动学生评估的考虑

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In this paper, the authors evaluate the flexibility and richness of two well-established text analysis plagiarism tools, through a consideration of the use of plagiarism detection software as a mechanism for the automated assessment of student-created narrative in a virtual learning environment (VLE). The authors are currently engaged in a project creating a prototype VLE, using technologies for multilevel and multiplayer games, based on the inherent support such an environment would provide for constructivist learning, engagement, and contextual socialization. Progress between levels in the VLE will be based on the creation, by the student, of a narrative linking together a number of conceptual elements obtained through game-play at that level. Support for the narrative creation process will help the student to contextualize the conceptual elements, providing the necessary linking elements or themes to enable the student to produce a coherent description of their understanding of the concepts. A particular challenge in such environments is the need for fast, real-time feedback to students to maintain the level of engagement and to support the game-play metaphor. Additionally, the student must be able to make as many attempts to progress as they need and it will be their decision when and how often to submit for assessment. Since the student narrative will be in a textual form and can therefore be related to a sample solution narrative, generated by the author of the level within the learning environment, the idea of using plagiarism detection software as the mechanism for automated comparison and assessment was considered appropriate for investigation. While the limitation of such tools would appear to be that they are seeking direct copies of text elements, the authors wanted to investigate whether they offered sufficient richness and fuzziness to detect common conceptually-linked texts. The initial decision was to experiment with text-analytic t-ools, since they are both widely used and readily available. The tools chosen were TurnItIn, a commercial tool provided to the U.K. higher education community by the U.K. Joint Information Systems Committee (JISC), and VALT/VAST, a set of tools created at the Centre for Interactive Systems Engineering at London South Bank University, London, U.K., the workings of which are based on recognized and well-published research. An experiment using a small group of students in a traditional assessment situation was carried out, and is described in detail. The rationale for this approach was that there is not yet a fully working prototype of the VLE in which to carry out such an experiment, but that the conditions necessary to test the hypothesis that plagiarism tools could be utilized for such a purpose could be replicated sufficiently to make such an experiment viable. The results of the experiment demonstrated neither a correlation between the sample solution and student solutions, nor any correlation between the individual student solutions, proving the null hypothesis. This result demonstrates that these tools are not useful for the development of automated assessment within the VLE, and the authors are now giving consideration to the use of lexical analysis/tokenizer and other tools. However, it also suggests that these text-analytic plagiarism tools are too firmly focused on direct copy, which does raise the question of whether or not they offer enough richness and fuzziness to detect a sophisticated plagiarism attempt using, for example, text replacement tools. An ongoing close relationship between research in automated assessment and plagiarism detection is also proposed, to achieve mutual benefit.
机译:在本文中,作者通过考虑使用of窃检测软件作为一种在虚拟学习环境(VLE)中自动评估学生创建的叙述的机制,评估了两种完善的文本分析窃工具的灵活性和丰富性。 )。作者目前正在从事一个项目,该项目使用多级和多人游戏技术,基于这种环境将为建构主义学习,参与和情境社会化提供的固有支持,使用多级和多人游戏技术创建原型VLE。在VLE中各个级别之间的进步将基于学生创建的叙事,该叙事将通过该级别的游戏获得的许多概念元素联系在一起。对叙事创作过程的支持将帮助学生将概念元素情境化,提供必要的链接元素或主题,以使学生能够对他们对概念的理解产生连贯的描述。在这样的环境中的一个特殊挑战是需要向学生提供快速,实时的反馈,以保持参与度并支持游戏玩法的隐喻。此外,学生必须能够根据需要进行多次尝试,这取决于他们何时以及多长时间提交一次评估。由于学生的叙述将采用文本形式,因此可能与学习环境中该级别的作者所生成的样本解决方案叙述有关,因此考虑了使用gi窃检测软件作为自动比较和评估机制的想法适合调查。尽管此类工具的局限性似乎在于它们正在寻求文本元素的直接副本,但作者仍想调查它们是否提供足够的丰富性和模糊性以检测常见的概念链接文本。最初的决定是尝试使用文本分析的T-ool,因为它们已经被广泛使用并且容易获得。选择的工具包括TurnItIn,这是由英国联合信息系统委员会(JISC)向英国高等教育界提供的商业工具; VALT / VAST是在伦敦南岸大学互动系统工程中心创建的一组工具,英国伦敦,其运作基于公认的且已发表的研究成果。进行了在传统评估情况下使用一小部分学生进行的实验,并对其进行了详细说明。这种方法的基本原理是,尚没有一个可以正常运行的VLE原型可以在其中进行这样的实验,但是可以充分复制检验test窃工具可以用于此目的的假设的必要条件。使这样的实验可行。实验结果既没有证明样本解决方案与学生解决方案之间的相关性,也没有证明个别学生解决方案之间的任何相关性,证明了原假设。该结果表明,这些工具对于在VLE中开发自动评估没有用,并且作者现在正在考虑使用词法分析/标记器和其他工具。但是,这也表明这些文本分析抄袭工具过于牢固地专注于直接复制,这确实提出了一个问题,即它们是否提供足够的丰富性和模糊性,以使用例如文本替换工具来检测复杂的抄袭尝试。为了实现互惠互利,还提出了自动评估研究与窃检测之间的紧密联系。

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