Dishonesty Tendencies in Testing Scenarios Among Students with Virtual Reality and Computer-Mediated Technology
Tanja Koji\'c, Alina Dovhalevska, Maurizio Vergari, Sebastian M\"oller, Jan-Niklas Voigt-Antons

TL;DR
This study compares dishonest behaviors of students in virtual reality and traditional testing environments, finding similar levels of cheating in both settings, highlighting VR's potential and challenges in e-learning.
Contribution
It provides empirical evidence that students cheat equally in VR and traditional tests, offering insights into dishonesty in emerging educational technologies.
Findings
Cheating levels are similar in VR and traditional tests
VR can be a viable platform for e-learning with comparable integrity issues
Students' deceptive behaviors are consistent across testing environments
Abstract
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger contact with students than computer-mediated technology. Deceptive behaviour, both verbal and nonverbal, refers to intentional activities designed to deceive others. Students often engage in dishonest practices to make progress. Whether it is cheating on an exam, copying another student's essay, or inflating their GPA, the motivation for cheating is rarely simply a lack of preparation. Even though some may see academic dishonesty as an asset, the reality is that it can have major consequences. This poster demonstrates the findings from a study of students' deceitful behaviour during a test in VR and in real-life situations. For this user study, 22…
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Taxonomy
TopicsAcademic integrity and plagiarism · Ethics in Business and Education · Student Assessment and Feedback
