Fair use explained for educators

“Fair use” is the doctrine that allows some use of copyrighted material for education purposes without requiring the permission of the copyright holders.

However, confusion about what exactly is allowed has caused many educators and students to either avoid ALL copyrighted materials just to be safe, or to use ANYTHING without regard to copyright laws. According to a report last year from this same organization, teachers’ lack of copyright understanding impairs the teaching of critical thinking and communication skills.

To help everyone understand fair use, The Code of Best Practices in Fair Use for Media Literacy Education was released today by the Center for Social Media in the School of Communication at American University.

The Code of Best Practices in Fair Use for Media Literacy Education outlines five principles, each with limitations:

Educators can, under some circumstances:

  • Make copies of newspaper articles, TV shows, and other copyrighted works, and use them and keep them for educational use.
  • Create curriculum materials and scholarship with copyrighted materials embedded.
  • Share, sell and distribute curriculum materials with copyrighted materials embedded.

Learners can, under some circumstances:

  • Use copyrighted works in creating new material.
  • Distribute their works digitally if they meet the transformativeness standard.

The limitations and circumstances are explained more fully in the report.

Along with reports like this one, the Center website contains some really useful resources for classroom use. Classroom and discussion guides, videos that are perfect to start class discussions and projects, and more.

Thanks to Doug Johnson of the Blue Skunk Blog for the heads-up on this valuable resource!

Physics Simulations Online

Passed on from Michael Steinberg of New York City – PhET Physics Education Technology – a terrific website full of fun, interactive simulations of physical phenomena. There are simulations for biology, physics, chemistry, math, electronics and more.

There are lessons and workshops for teachers, research support and lots of support materials.

The simulations can be run online or downloaded and run offline, and there is even an option to easily download all the simulations in one package.

These simulations look terrific and have easy to use controls and help integrated into each one. Unlike some interactive simulations, these have measurement tools built in so they can be used to support real science learning. Many of them have also been translated into many languages, and are open source so they can be modified if you want.

Check it out!

Sylvia

Time to share your big ideas for education

From David Warlick: Big Ideas — Bring Education Back into Focus

Big Ideas logoDavid has launched a project to quickly collect some ideas for education that will be presented to the new administration in Washington. The project features four phases (these are copied from David’s introductory blog post).

  • Phase 1 -Spend about two-and-a-half days composing and posting clear and succinct (140 character limit) priority actions for a U.S. Ed Department aimed at promoting and empowering a system that better prepares today’s children for their future.
  • Phase 2 -The Big Ideas web site will change, consisting of a list of the items that were posted. We, will collectively match up similar items into the basic foundation topics. Nothing will be deleted, only linked.
  • Phase 3 -The basic topics that emerge will be listed, with associated items linked in, with a request that education bloggers and micro-bloggers post their insights about specific topics of interest.
  • Phase 4 – Finally, the main topics will be listed, with links to an aggregation of associated blogs and micro-blogs. Educators will then be asked to visit the list and prioritize the list by order of importance and logical sequence.

Click here to launch the Big Ideas site.

OK – this means you
Two and a half days means that you have until Tuesday, November 11 or so. So get busy! It’s only a sentence or two, so you have to get the bottom line really quickly. C’mon you GenYES and TechYES teachers, let’s talk about authentic student work and trusting students and teachers. Have your students input their thoughts. You may be thinking that no one will listen to you, but you know what the last 8 years has done, and people need to hear the real voices of educators and students as we move forward.

If you don’t speak up, someone else will.

Sylvia

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A trip to Open Space!

Well, it seems like I just got back from T+L in Seattle and I’m off again.

First to Chester County in Pennsylvania where I’ll be meeting with several schools about our student technology programs. One of their districts, Coatesville, will be using TechYES Science for student tech literacy certification using science projects. I’m looking forward to meeting up with some PA friends as well.

Then a couple of stops in New Jersey and on to New York. I’m honored to be a featured speaker at the New York State Association of Independent Schools (NYSAIS) Educational Information Technology Conference, NEIT 2008.

“NEIT 2008 is an unconference planned for technologists and librarians. Our unconference relies on the open space technology for creating workshops, discussions, breakout groups, etc.”

This is the first time I’ve heard of open space technology. Wikipedia describes it as a method of self-organizing that can be applied to gatherings of any size to quickly tackle complex issues. It sounds a bit like FutureSearch, which I’m more familiar with, but definitely something worth knowing about!

The EdTechTalk podcast this week featured a conversation about the plans and goals for the NYSAIS event.

Plus, this conference is at the beautiful Mohonk Mountain House and you can’t beat that for open space!

Sylvia

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More on Flunking Spore…

Last week I blogged (Flunking Spore – video game failed by scientists) about Science magazine’s Oct 24 review of the new video game Spore that outlined the problems of looking at the game as a way to learn biology. Not only did multiple scientists give the game poor grades for science content, but a documentary promoting the game misleadingly used interviews with scientists that implied endorsement.

Now, Eric Klopfer and Kurt Squire, co-founders of the Learning Games Network, respected researchers and proponents of games in education, respond to “Flunking Spore.” In two articles (part 1, part 2), they tackle some of the objections, and provide a their point of view. While they agree that the basic science in Spore is not appropriate as a substitute for biology curriculum, they defend the game as a breakthrough in user interface and design.

Kurt Squire argues that Spore is easily recognizable to a veteran game player for what it is, a game of design, where the player is the master of a make-believe universe.

What I think gets lost here is that players actually have relatively sophisticated ways of interpreting games like Spore. While I share the author’s concerns about games reinforcing people’s naive conceptions about science, Spore, I would argue, is so clearly a design game that most “literate” gamers quickly see that it’s a design game, and regard it as such.

OK, I agree here. But most people who aren’t veteran game players won’t see this subtle point. We know that people learn a lot from games, but we don’t quite know what to call it. It’s not learning that can be described in the traditional vocabulary of school. This is a deep problem of games&learning not being equivalent to games&schooling. Spore wasn’t going to bridge that gap even if it was as educationally significant as advertised.

The problem I have is simpler than this.

The game is being promoted, mostly by National Geographic, as a game that teaches biology. Scientists were tricked into doing interviews that were used to promote the game as a way to learn biology. Shame on National Geographic for exploiting interest in games for learning to promote their programming.

As much as I understand the inclination to find the tiny nugget of learning in any game, I hope that Eric Klopfer and Kurt Squire would use their influence in the learning game community to address the issues of the misleading and patently false promotion of this game. Part 3, perhaps?

 

Community of interest or community of practice?

I’ve been seeing a lot of talk around the edu-blogs and at conference sessions about online learning communities, or building a personal learning network as part of a educator’s professional development. Often, these are referred to as “Communities of Practice” – a term coming into common use only a few years ago. Many educators were introduced to the term in grad school through the work of Jean Lave and Etienne Wenger, who wrote Situated Learning: Legitimate Peripheral Participation.Learning in Doing: Social, Cognitive and Computational Perspectives (Amazon link) in 1985.

Their book explored how natural learning that takes place in apprenticeship situations, and profiled several different Communities of Practice (CoPs) from around the world. The “practice” part of CoP is the work they do, and the learning takes place in context, or situated, in the common work. These groups of people learn to do their work not by lectures, but by everyone working together, from experts to newcomers, and most importantly, by talking about their work together.

The concept of “Legitimate Peripheral Participation” is key to the idea of communities of practice. This is when newcomers learn needed skills by doing work that is on the periphery of the community, and as they prove their competence, being invited into more important roles. The other part of legitimate peripheral participation is how newcomers move into the community through talk. The shared stories of the community, particularly war stories told by experts, are part of the experience. Newcomers learn to participate by learning the traditions and vocabulary of the group, first by listening, then by trying out their new verbal skills within the group, and if their words ring true, by moving from the periphery and becoming more central to the shared expertise of the group.

It’s obvious that this sounds similar to what happens to educators as they break down the walls of their classroom and use new technologies to find and participate in new communities.

I think, however, that we confuse different kinds of communities. Specifically, I think that educators who come together in online communities, or even temporary real life groups, are more often than not, communities of interest, not communities of practice.

I’m not just being picky about semantics here – the problem is that calling any community a “Community of Practice” presumes that it will have similar benefits and impact.

In Second Life, for example, a teacher may meet educators from around the world who are doing similar things in their classroom, have similar hopes about the future of ed tech, and share similar frustrations. They may find the interaction refreshing, educational, and maybe even inspiring. These professional collegial interactions are too often missing from teacher’s lives. And Second Life is just an example. This could be Twitter, or a social network, an online group created for a graduate school class, or even people you meet face to face at a conference.

However, just having similar work doesn’t mean that this is a community of practice. They really aren’t doing the same work. Once this interaction is over, they have to go back to their real place of practice, their classroom and school. The benefits of shared vocabulary, shared experiences, shared stories are all gone. Now these teachers have to sit in meetings where no one is on the same page, frustrated that everyone isn’t seeing the light.

In fact, these outside communities of interest may serve to pull teachers away from their local communities of practice, distancing them from the colleagues whose mindshare would be vital to real local change. It’s an all too convenient place to vent about everyone who “doesn’t get it.”

It’s hard for me to imagine any kind of educational change that doesn’t draw on the participants at the ground level, meaning the people in the school. That’s why I advocate for student participation in education technology initiatives. Changing a community means involving the stakeholders, all the stakeholders, in the process. Building a healthy community of practice in the place of the actual practice is a first step to change.

 

Students, Teachers, Parents and Administrators Speak Up!

Speak Up BannerAnnouncing Speak Up 2008: Oct 27 – Dec 18, 2008

Since inception, Speak Up, the national online research project facilitated by Project Tomorrow, has collected the viewpoints of over 1.2 million students, educators and parents on key educational issues and shared them with local and national policy makers.

This is your opportunity to have your students, teachers, administrators and parents participate in the local and national dialogue about key educational topics including: technology use, 21st century schools, science and media/information literacy.

For registration information, click here.

Working with Tech-Savvy Kids article in Educational Leadership

This month in Educational Leadership – Working with Tech-Savvy Kids (abstract) by Sylvia Martinez and Dennis Harper. (page 64)

Today’s students are increasingly savvy about the role technology plays in modern life. Yet schools are not keeping up. Students can be valuable resources in the areas of training and support. Five models have emerged that balance the benefits of service learning and leadership with the needs of schools struggling to integrate technology: students as committee members, students as trainers, students as technical support agents, students as resource developers and communicators, and students as peer mentors and leaders.

Unfortunately, most of the articles aren’t online, just the abstracts, although you can buy the articles.

Educational Leadership is one of the best publications dealing with K-12 education. Published by the Association for Supervision and Curriculum Development (ASCD), every issue focuses on a single broad topic. The November 2008 issue is “Giving Students Ownership of Learning” and features some terrific articles about aspects of student-centered education from active learning, formative assessment, student voice, developing student expertise, the power of audience, and more

Sylvia

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K12online 2007 is still online!

The other day I mentioned the K12 Online Conference 2008, and my Games in Education presentation.

But what I forgot to mention is that previous year’s sessions are still available, and still really relevant to educational technology! On the K12online conference website just look down the right sidebar and you will see the links to the archives of all the sessions from the previous years of 2006 and 2007.

Last year I participated in the K12online conference with two sessions and contributed to a third (see K12 Online 2007 Conference – comfy slipper learning for the whole story).

This year I came to my senses and only submitted one idea for a session about games in education. For those of you who don’t know, in two of my many previous careers I was an executive producer for Davidson & Associates (now Knowledge Adventure) and VP of development for a consumer software and console game company. Since then, I’ve kept up with the changes in the game market and uses of games in education.

Creating these presentations push my thinking and my tech skills, and I’m always glad for that.

Sylvia