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1-4 of 4 results

  • Newspaper

    Half of researchers admit questionable practices in Dutch survey

    Netherlands

    Press

    Nic Mitchell - University World News

    In a national survey on research integrity by Dutch academics, 40,000 researchers, from PhD students to full professors, admitted to committing at least one of the 11 questionable research practices. One in 12 researchers is estimated to have fabricated or falsified research results in the last three years. According to a postdoctoral researcher and lead investigator of the survey, findings are already being discussed with policymakers in universities and medical centres in the Netherlands.

  • Newspaper

    Stealing other people’s writing just got harder

    France, Netherlands, India

    Press

    Brian Blum - Isreael21c

    A survey of 51,000 college and high school students reveals that the average percentage of plagiarism before and after Covid increased from 26% to 45% in the Netherlands, from 37% to 49% in France and from 42% to 53% in India. The new anti-plagiarism software CopyLeaks uses Artificial Intelligence to detect plagiarism and copyright infringement. CopyLeaks can be used as a site license purchased by a school, institution, or publication, by individual writers who pay based on the number of words and pages checked.

  • Conference on promoting academic integrity: IIEP shares practical policies and tools

    News

    IIEP contributed to a conference organized by the Council of Europe and Erasmus University in Rotterdam, sharing its insights on how values of academic integrity can be translated into practice.

  • Newspaper

    How to teach students about ethical issues behind new technologies

    Netherlands

    Press

    Rens van der Vorst - University World News

    Fontys University in the Netherlands is keen to teach students to think about the impact and use of educational technology through the Moral Design Game. Based on scientific insights, the game challenges players to think about the dominant values that various stakeholders draw on to make decisions. The goal of the game is to inspire and teach students, teachers, and staff to improve their thinking and debate ethical questions.

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