Wednesday, August 7, 2013

25. Turnitin - Examples of Plagiarism and Correctly Paraphrased Papers

Example of Plagiarized Work:

https://docs.google.com/document/d/1tsIrhOu7dr_3oGpE1R2_-BW2rUPbxUKcP-J8msQzsQ0/edit?usp=sharing

Summary/paraphrase of articles:



Traditionally, boys are much heavier users of computers than girls are.  This gender bias is rooted in the culture of modern technology; computer games and programming courses alike are geared towards males.  In the case of computer games, there is a vast variety of games that employ characteristics such as violence, gore, action, and competitive elements to attract a male audience.  Girls, on the other hand, are generally more interested in social and cooperative elements or a strong story.  The gender bias exists in education as well: science, technology, mathematics and engineering courses have a strongly technical nature that usually fails to integrate differences between girls’ and boys’ thought patterns.  Although the gender gap is gradually narrowing, there is still a strong male presence in computer culture as opposed to female presence.  Young girls are losing interest in computers due to preconceived notions about the nature of technologically demanding jobs, despite the fact that boys and girls are equally capable of mastering the necessary skills to be successful.  If we are not careful, girls will be left behind: girls, who see computers as “something for boys,” will be hesitant to approach technology on their own.  While software producers have come a long way towards producing products for a female audience, a greater responsibility remains; in order to ensure the success of future technological advances, I believe that female perspectives are needed.  Parents and educators have the responsibility of making sure that girls have fair and equal access to computers, and manufacturers have the responsibility of creating technology tools to suit the needs of girls.  Manufacturers have been hesitant in the past due to the difficulty of creating more socially immersive software or because of the perceived notion that products aimed at girls will not be financially feasible.

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