Five years ago, “gamification” was the hottest buzzword in marketing and e-commerce. Retailers were encouraged to incorporate game-like structures, such as consumer competition, scoreboards, and prizes into their product strategy to manifest an increase in conversion rate and a spike in return rates and customer loyalty. Gaming was a “new” way to attract customers to shop again and again by utilizing components most of us grew up with playing board games (or on the original game consoles like Atari and Nintendo). Online start-ups like ModCloth.com used gamification strategy to launch features like Be the Buyer where customers can vote and comment on clothing samples in order to put them into production, a unique concept relying on gaming elements that helped grow ModCloth’s business to $100 million a year.
How long ago do you think the idea of a traditional classroom conjured up images of the one-room schoolhouse on the prairie? Or the struggling classroom was the overcrowded inner-city concrete room where broken down old textbooks were shared and student engagement was more like mayhem? Or the innovative classroom where siblings gathered around a radio broadcast coming to the remote Australian outback and assignments were delivered by airplane?
Please Note: Learning to use synonyms properly is just one of the steps to help you paraphrase correctly. Rewording an original sentence with synonyms doesn’t constitute proper paraphrasing.
There are hundreds of quotes signifying the difference between plagiarism and research. The gist of everyone’s thoughts on the matter boils down to this – it’s plagiarism if you use one source for your point of view within your academic paper, but it is considered research if you use more than one source to cover the topic. Of course, there are times when that train of thought might not hold up when writing academic papers.
Our culture loves to produce labels for everything. So it may not surprise you that there is a term for people who were born before the digital age but now live in the digital age. Rightly so, they are referred to as “digital immigrants”. We may know them more commonly as seniors, grandparents, senior management, seasoned teachers and anyone else of that generation.
Through me, you pass into the city of consequences —
All hope abandon ye plagiarists who enter here.
In the spirit of Dante Alighieri’s The Divine Comedy, Unicheck plagiarism checker reveals an alternative and humorous look at the fate that awaits plagiarists who are committing a sin against originality.
Today, we publish the first part of the conversation with Mykyta Isagulov, author of Art of Plagiarism. In his book, Mykyta explores a plagiarism problem in the arts from antiquity to the neo-modern period, arguing that “copying makes the world of art brighter and more intensified.” This amazing book can help you discover the most prominent cases of copying and adaptation in the arts, and unveil new perspectives on plagiarism and art in general.
It’s hard to believe that only two decades ago we didn’t use the Internet for our educational needs as often as we do now. It was hardly possible to find an educator with a classroom blog, but now it’s a common practice. Step by step, teachers got used to the idea that both teaching and learning become more productive and enjoyable when web resources are used. Going digital has implicit advantages.