by Kevin Smith, M.L.S., J.D., Lisa A. Macklin, J.D.,M.L.S., Anne Gilliland, JD, MLS
thread Wk 1 – T2: Copyright: Shortened or Lengthened? – PART 1
Follow the money” was mentioned as a way to understand the concept of copyright and copyright law
Copyright lengths should be shortened. Term lengths like these rarely benefit actual people. They benefit corporations, be it publishers or things like Disney.
Karen Lightner: I can see the usefulness of bringing the US into line with the Berne Convention, so that we are in line with other nations’ laws. But the additional 20 years we have added for individuals and the incredibly long period for corporations goes against, I believe, what the founding fathers intended when they specified for a limited time.
Edwin A Quist: There are collections of so-called production music issued with licenses to be used for educational videos. We have at least two sets of these in our music library (in various styles: rock ,classical, world, electronic, etc.) — but don’t expect great art! Also WikiMedia Commons has some CC licensed music.
Brad Whitehead: I have no quarrel with protecting corporate trademarks — Disney characters or Nike swooshes, etc. — but maintaining monopolies on creative works for such extended periods primarily enriches publishers with no benefit to the creators.
Nicholas Theo: There are definitely works created where it can be next to impossible to find the owner, or their descendant 20 years after the creation of the work. I have also witnessed when you do track these people down that they want an exorbitant sum of money for permission to use their creation even when there has been absolutely no interest in it. In the end no deal is made. On the other hand I work with two small non profit organizations whose body of work is of value. The material is actively used, and the body of work is a core asset for the organization. What happens to each organization once the copyrights expire? One organization faces this reality in 2015. The Internet permits an environment where decades of work may be used, and in some instances in ways the original material was never intended to be used. For instance, written passages can be misquoted and there will no longer be a legal mechanism to halt this practice.
Karen Case: I would be curious to know if the Youtube video with Mozart would have been removed if the link was made private.
Susan Martel: I think about The Hobbit which was published in 1937. The author, Tolkien, died in 1973, and I remember his books being popular in the seventies and the eighties. It was fairly recently that movies were made based on his books. It seems fair (and I hope that it is the case) that he left a great legacy behind to his family so that they could continue to receive income from his work. If Tolkien’s works were in the public domain by the time the movies were made, it is just an easy way for those working in the movie industry to become even wealthier without having to pay anything to the author or his beneficiaries. Not all works have the kind of potential that Tolkien’s did, but without a crystal ball to predict the future it may be difficult to predict accurately what works will have continued success for generations and which will just be a flash in the pan.
Charles N. Norton: There is something called “Good Faith” effort that many archives hold to that tends to be the “standard” when trying to use copyrighted material for educational use, but it really only applies when you know who the copyright holder is and for whatever reason they simply do not respond to your requests. It does not remove the authors rights and, in fact, many times one does end up having to remove shared material after the fact because the copyright holders finally does get around to denying permission.
Lesli Moore: I’m glad to see some discussion about Open Access to works. Perhaps instead of shortening the term, creators can circumvent the terms by offering open access using Creative Commons.
Jef Gielen: There are pros and cons. Do we find it reasonable that heirs take benefit from a work they did not contribute to at all ? To me, this is not evident. On the other hand, the copyright can be in hand of foundations trying to continue the work of an author – e.g. by means of scholarships. That’s another story ..
Resources:
Here is a complete list of all the suggested readings for the Copyright for Educations and Librarians Course. Click here for a downloadable PDF version of the Suggested Readings that contains the full URL links.
Week 1
- The Copyright Law of the United States, Title 17 of the U.S. Code. Please scan the section headings to gain a general idea of the structure of the law.
- United States Copyright Office website, at http://copyright.gov/. Please read circular #1, “ Copyright Basics.”
- James Boyle, The Public Domain: Enclosing the Commons of the Mind (New Haven: Yale University Press, 2008. PDF book version. Please read Chapter One, “Why Intellectual Property?”
- Peter Hirtle, Emily Hudson & Andrew Kenyon, Copyright & Cultural Institutions: Guidelines for Digitization (Cornell University Library, 2009). Please read chapters 1 & 2.
- Kevin Smith & Lisa Macklin, Handout on “A Framework for Analyzing any Copyright Problem.”
Week 2
- The Copyright Law of the United States, Title 17 of the U.S. Code. Please read sections 101 through 106 and section 109.
- United States Copyright Office website, at http://copyright.gov/. Please read circulars 9 (“Work Made for Hire under the 1976 Copyright Act“) and 21 (“Reproductions of Copyrighted Works by Educators and Librarian”).
- Peter Hirtle, “Copyright and the Public Domain in the United States,” online chart.
- Peter Hirtle, Emily Hudson & Andrew Kenyon, Copyright & Cultural Institutions: Guidelines for Digitization (Cornell University Library, 2009). Please read chapters 3 & 4.
- “Copyright Law & Public Domain,” a series of short essays from NOLO, Law for All, at.
Week 3
- The Copyright Law of the United States, Title 17 of the U.S. Code. Available at http://www.copyright.gov/title17/. Please read sections 108 and 110.
- Peter Hirtle, Emily Hudson & Andrew Kenyon, Copyright & Cultural Institutions: Guidelines for Digitization (Cornell University Library, 2009). Please read chapter 6.
- Peggy Hoon, “The Original TEACH Act Toolkit.”
- Creative Commons website at . Please read the “Choose a license” page and “About the Licenses“.
- Copyright and Fair Use, Stanford University Libraries, “The Basics of Getting Permission” athttp://fairuse.stanford.edu/overview/introduction/getting-permission/.
- “Permissions,” Copyright Advisory Office, Columbia University Libraries.
- David R. Hansen, Copyright Reform Principles for Libraries, Archives, and Other Memory Institutions, 29 Berkeley Tech. L.J. (forthcoming 2014).
Samples:
OPTIONAL – Resources on music copyright:
Sources for examples:
For the history behind the controversy over “The Lion Sleeps Tonight,” listen to these three YouTube videos:
Week 4
10 technology hallmarks for every campus
http://www.ecampusnews.com/technologies/technology-hallmarks-campus-099
1. High-speed wireless broadband.
According to the Center for Digital Education’s recent “2013 Yearbook: Technology Innovation in Education,” over 80 percent of education institutions surveyed said that wireless broadband was their “top priority for IT investment.”
2. 24/7 IT support.
We have 24/7 support for emergencies and much of our staff, just like at a hospital, are on call. That’s not a perk for the campus, it’s a necessity.
3. The cloud.
The cloud can also: acquire and implement the latest software and application updates; streamline enrollment and admissions processes; and turn to subscriptions that are scalable and provide options, says Edudemic.
4. Digital textbooks.
Planning for digital textbooks means not only boosting mobile device capabilities on campus, but helping faculty learn to implement digital resources into their course.
5. 21st Century PD for faculty and admin.
From offering a MOOC on classroom management online solutions, to hosting a PD session on Twitter, campus admin should offer multiple options for PD delivery, just like how faculty should offer students multiple options for learning–there’s no better way to teach something than to model it first!
6. MOOCs.
[Read: “3 pros and 3 cons of MOOCs.”]
7. Online course management system.
From sending in-class emails to checking grades, course management systems, like Blackboard, offer faculty and students a fairly intuitive way to manage courses more efficiently.
8. Big Data…
Future-proofing universities are beginning to deploy storage solutions to help manage the unstructured data in physical, virtual and cloud environments. More modern storage solutions are also open source for a high learning curve but low cost.
9…security.
precautions can range from scanning existing databases on the university’s servers to determine where personal information is located and then, depending on the database, destroy the personal information or add more digital security; as well as put cybersecurity systems through a series of penetration tests to highlight security shortcomings.
[Read: “University data breach prompts ‘top-to-bottom’ IT review.”]
10. Social media done well.
of the major ways campuses use social media well is by serving up both “cake” and “broccoli,” or balancing the content that is important and good for the school (broccoli) and the content that is fun and delicious (cake). “If you share enough cake, your audience will consume the occasional broccoli,” she advises.
The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014
http://www.minecraftexperience.net/G4C2014+Panel
Extended Description:
Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?
In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.
Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.
This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.
Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.
How are players, educators and researchers invited to contribute?
- project wiki to prod, poke, stimulate and support crowd sourced content and dialog
- live youth speakers on the panel
- social media and wiki activity in lead-up using selected #minecraftproject
- video inclusions of educators, parents, kids/youth arguments, evidence and questions
- promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
- livestream of the panel to global contributors with live feedback and questions.
Who could benefit from joining this project and attending the G4C 2014 panel session?
- Educators seeking to understand Minecraft’s value to learning
- Programs seeking to adapt Minecraft as part of a program of impact or change.
- Game designers seeking to build in its wake
- Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.
http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html
http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/
http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724
http://gamesandimpact.org/members/bronst/activity/friends/
A former SCSU faculty asked me to help her with literature regarding online learning; she is applying to teach complete online somewhere in the South.
Hey Plamen, Do you have any reading suggestions regarding teaching online? I am applying for a job at ?????? and the program is completely online. I want to be current with the literature if I happen to get an interview.
Hey ???,
It is a simple question, with ever growing complex answer. 2013 was announced as the “MOOC” year and that term literally killed the tag “online education.” Most of the literature on online teaching now is subdued one way or another under MOOC.
However, there are still authors, who are widely cited as “foundational.” E.g.: Susan Ko, Paloff and Pratt
Ko, S., & Rossen, S. (2010). Teaching Online: A Practical Guide. Taylor & Francis.
Palloff, R. M., & Pratt, K. (2010). Collaborating Online: Learning Together in Community. John Wiley & Sons.
Palloff, R. M., & Pratt, K. (2009). Assessing the Online Learner: Resources and Strategies for Faculty. John Wiley & Sons.
Moore, M. G., & Kearsley, G. (2005). Distance education: A systems view (2nd ed.). Belmont, CA: Thomson/Wadsworth. http://isites.harvard.edu/fs/docs/icb.topic541040.files/Moore%20Theoretical%20Basis%20for%20Distance%20Education.pdf
Moore, M. G. (2013). Handbook of Distance Education. Routledge.
There is a long list of articles, which I am collecting through the years. You can peruse them and choose any further readings, if you want…
Adolphus, M. (2009). USING THE WEB TO teach information literacy. Online, 33(4), 20-25.
Andersen, M. H. (2011). The world is my school: Welcome to the era of personalized learning. Futurist, 45(1), 12-17.
Borja, R. R. (2004). New player in online school market pursues profits. Education Week, 24(15), 8-8.
Brooks-Kirkland, A. (2006). Podcasting for learning. School Libraries in Canada (17108535), 25(4), 44-48.
Ćukušić, M., Alfirević, N., Granić, A., & Garača, Ž. (2010). e-learning process management and the e-learning performance: Results of a european empirical study. Computers & Education, 55(2), 554-565.
Ćukušić, M., Alfirević, N., Granić, A., & Garača, Ž. (2010). e-learning process management and the e-learning performance: Results of a european empirical study. Computers & Education, 55(2), 554-565.
Ćukušić, M., Alfirević, N., Granić, A., & Garača, Ž. (2010). e-learning process management and the e-learning performance: Results of a european empirical study. Computers & Education, 55(2), 554-565.
de Freitas, S., & Veletsianos, G. (2010). Editorial: Crossing boundaries: Learning and teaching in virtual worlds. British Journal of Educational Technology, 41(1), 3-9.
Department of education report: Its importance, one year later. (cover story).(2010). Distance Education Report, 15(12), 1-7.
Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? British Journal of Educational Technology, 41(1), 108-122.
Hrastinski, S., Keller, C., & Carlsson, S. A. (2010). Design exemplars for synchronous e-learning: A design theory approach. Computers & Education, 55(2), 652-662.
Karagiorgi, Y., & Symeou, L. (2005). Translating constructivism into instructional design: Potential and limitations. Educational Technology & Society, 8(1), 17-27.
Keengwe, J., Schnellert, G., & Miltenoff, P. (2011). Technology and globalization in higher education., 2535-2538.
Ketelhut, D. J., Nelson, B. C., Clarke, J., & Dede, C. (2010). A multi-user virtual environment for building and assessing higher order inquiry skills in science. British Journal of Educational Technology, 41(1), 56-68.
Kim, P., Ng, C. K., & Lim, G. (2010). When cloud computing meets with semantic web: A new design for e-portfolio systems in the social media era. British Journal of Educational Technology,41(6), 1018-1028.
Kolowich, S. (2009). MIT tops world ranking of university web sites. Chronicle of Higher Education, 55(24), A15-A15.
Leach, J. (2008). Do new information and communications technologies have a role to play in the achievement of education for all? British Educational Research Journal, 34(6), 783-805.
Levine, A., Levine, A., & Dean, D. R. (2012). Generation on a tightrope : A portrait of today’s college student. San Francisco: Jossey-Bass.
Mangu-Ward, K. (2010). Teachers unions vs. online education. Reason, 42(4), 44-50.
Nistor, N., & Neubauer, K. (2010). From participation to dropout: Quantitative participation patterns in online university courses. Computers & Education, 55(2), 663-672.
Ramig, R. (2009). Social media in the classroom. Multimedia & internet@schools, 16(6), 8-10.
Ramig, R. (2009). Social media in the classroom. Multimedia & internet@schools, 16(6), 8-10.
Schiller, K. (2009). Augmented reality comes to market. (cover story). Information Today, 26(11), 1-46.
Šumak, B., Heričko, M., & Pušnik, M. (2011). A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types. Computers in Human Behavior, 27(6), 2067-2077.
Tallent-Runnels, M., Thomas, J. A., Lan, W. Y., Cooper, S., Ahern, T. C., Shaw, S. M., et al. (2006). Teaching courses online: A review of the research. Review of Educational Research, 76(1), 93-135.
Tallent-Runnels, M., Thomas, J. A., Lan, W. Y., Cooper, S., Ahern, T. C., Shaw, S. M., et al. (2006). Teaching courses online: A review of the research. Review of Educational Research, 76(1), 93-135.
Tallent-Runnels, M., Thomas, J. A., Lan, W. Y., Cooper, S., Ahern, T. C., Shaw, S. M., et al. (2006). Teaching courses online: A review of the research. Review of Educational Research, 76(1), 93-135.
Wang, H., & Shao, M. (2008). Desire2Learn for quality matters., 1335-1339.