trends in teaching information literacy
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Chris Morrison, University of Kent
https://copyrightliteracy.org @UKCopyrightLit
COPYRIGHT THE CARD GAME:
WORKS, USAGES, LICENCES AND EXCEPTIONS
@cbowiemorrison [email protected]
http://blogs.kent.ac.uk/copyrightliteracykent/13th October 2016, Library Connect Webinar
https://copyrightliteracy.org/http://blogs.kent.ac.uk/copyrightliteracykent/
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CHRIS MORRISON
@cbowiemorrison
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FREE* STUFF!!!
**DOWNLOAD THE FULL COPYRIGHT CARD GAME RESOURCES HERE**
*Free as in beer, and free as in speech
https://ukcopyrightliteracy.wordpress.com/about-2/copyright-the-card-game/
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@cbowiemorrison @jsecker
COPYRIGHT LITERACY
@ukcopyrightlitWhy copyright education is a fundamental part of
digital and information literacy [blog post]
http://www.cilip.org.uk/blog/why-copyright-education-fundamental-part-digital-information-literacy
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THE OPPORTUNITY
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INSPIRATION
Can I Copy? Copyright Snakes and Ladders
2014 Annette Moore, University of Sussex
Icon Right Description
Attribution
(BY)
Licensees may copy, distribute,
display and perform the work and
make derivative works based on it
only if they give the author or licensor
the credits in the manner specified by
these.
Share-alike
(SA)
Licensees may distribute derivative
works only under a license identical
to the license that governs the
original work. (See also copyleft.)
Non-
commercial
(NC)
Licensees may copy, distribute,
display, and perform the work and
make derivative works based on it
only for noncommercial purposes.
No Derivative
Works (ND)
Licensees may copy, distribute,
display and perform only verbatim
copies of the work, not derivative
works based on it.
https://creativecommons.org
http://www.openeducationeuropa.eu/en/resource/can-i-copy-snakes-and-ladders-game-copyright-dos-and-dontshttp://en.wikipedia.org/wiki/Attribution_(copyright)http://en.wikipedia.org/wiki/Share-alikehttp://en.wikipedia.org/wiki/Copylefthttp://en.wikipedia.org/wiki/Non-commercialhttp://en.wikipedia.org/wiki/Derivative_workhttps://creativecommons.org/
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THE LEARNING
The Hand, Frank R. Wilson
https://www.amazon.co.uk/Hand-Vintage-Frank-R-Wilson/dp/0679740473
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THE CREATIVE PROCESS
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HOW THE GAME WORKS
Works usages licences exceptions
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HOW THE GAME WORKS
Each round focuses on one suit
Each team gets one deck of cards
Each team must nominate a card handler
Answers to the scenarios are given by playing the cards
Teams are encouraged to confer and agree answers
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WHY THE GAME WORKS
"best session on copyright I
have ever attended.
great game format make me
think about the issues"
Very informative, in small
chunks of information and
mixed with group interaction. I
learned a lot in the two hours
and consolidated some
previous knowledge also.
Explain concept to team
mates or discussing possible
options, it made it clearer for
myself. It is a fun way to approach
a fairly turgid subject
It was a lot of fun, copyright
can be a lot to chew and this
session made it easy to
digest... The cards were very
well done, the activity was
clear which made it a lot more
fun.
I found innovative the
presentation of copyrighting
issues through an
interactive workshop.
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COPYRIGHT LITERACY RESEARCH
Click here for ECIL 2016
phenomenography research
Click here for lecture recording surveyClick here for UK Copyright Literacy survey paper
http://www.slideshare.net/seckerj/understanding-librarians-experiences-of-copyrighthttp://www.slideshare.net/seckerj/lecture-capture-risky-business-or-evolving-open-practicehttp://www.lirgjournal.org.uk/lir/ojs/index.php/lir/article/view/675
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COMMUNITIES OF PRACTICE
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WHAT NEXT?
New Game: The Publishing Trap
Runners up at LILAC 2016
Lagadothon - Click here for video
Read the book: Click here for
information and here for a free
chapter download
https://www.youtube.com/watch?v=eNXesoQx-1w&feature=youtu.behttp://www.facetpublishing.co.uk/title.php?id=300600#.V-KB9PkrKHshttps://ukcopyrightliteracy.files.wordpress.com/2016/07/chapter-6_secker-m_copyright-e-learning-2nd-edn.pdf
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A Game-based Learning Approach to STEM Information Literacy
Jay Bhatt|Liaison Librarian for Engineering| [email protected] Academic Partnerships, Drexel University Libraries
Elsevier AES-LAB Primary Advisor
Daniel Christe| Research Associate|[email protected] of Mechanical Engineering & Mechanics, Drexel University
Center for Functional Fabrics, Drexel UniversityElsevier AES-LAB Innovation Advisor
Co-developers: Savannah Lee, Rishiraj Mathur, Krzysztof Mazur, Krishna Dhanni, Aakankschit Nandkeolyar
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Empowering Engineers with Information
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2016 Engineering Academic Challenge
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Based on Knovel + EV
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Based on Transdisciplinary Themes
WEEK 1 - Energy for a Sustainable Future
WEEK 2 - Connectivity in the 21st Century
WEEK 3 The Future of Making
WEEK 4 The Future of Medicine
WEEK 5 The Future of Transport
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This?
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Or this?
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games = structured play
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games = unnecessary obstaclesvoluntarily overcome
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Microcosms of the real world
Challengingbut doable
Progressively harder
Instant feedback
Just-in-time learning
FUN !!!!
Game Design Principles || Active learning
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Drexel University Libraries Strategic Plan
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Scenario
You just received an interview for a job a Instagram! As part of the interviewing
process, the Human Resources department has sent you a short timed task withtwo questions.
Question 1
At Instagram,we use high and low pass filters to adjust images and manipulate
them in different ways. Sometimes we can use a linear combination of wavelets
to filter an image signal. Wavelet bases for a nested sequence of vector spaces
of functions have finite energy. A filter operates on a signal, creating a newsignal.
Connectivity in the 21st Century
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By Students.for Students
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Campus Engagement
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Excitement
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Epic Wins!
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To download our whitepaper and register for the 2016 Engineering Academic Challenge:
Visit: https://eac.elsevier.com/sign-up/
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Would love to learn more from your experiences
Thoughts and questionsJay BhattLiaison Librarian for Engineeringhttp://www.library.drexel.edu/[email protected]
10/13/2016 36
Thank You!
http://www.library.drexel.edu/
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