以游戏转变版权教育

J. Secker, C. Morrison
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引用次数: 0

摘要

版权教育已成为图书馆员信息素养和学术交流活动的一个重要方面。这些工作包括为教学和专业服务同事、学生、研究人员和其他图书馆用户提供支持和教学课程。自2019冠状病毒病大流行和转向在线和混合教学以来,对讲师和教师来说,了解许可和版权例外如何适用于教学活动变得越来越重要。世界各地的从业者和学者都记录了这种需求(Hudson和Wragg, 2020;克雷格和塔伦蒂诺,2020;Morrison and Secker, 2020)。在本文中,我们将简要概述国际图联(2018)定义的“版权素养”概念,以及它与信息素养其他方面的教学有何相似之处。这包括采取一种更“批判性”的方法,鼓励学生探索信息创造和消费系统中的权力动态。版权教育传统上是以一种相当枯燥的讲座形式进行的。这种做法往往强化了版权教育作为一套严格规则的交流的观念。我们认为版权游戏(包括《copyright the Card Game》和《the Publishing Trap》)的创造和使用改变了近年来的版权教学方法,并支持了更广泛、更批判性的版权素养概念。这两款游戏都被授权为开放教育资源,并被英国和世界其他国家的其他人改编和再利用。他们还激发了其他版权游戏的创作,这些游戏在年度会议上展出:ICEPOPS -为从业者和学者提供有趣机会的国际版权扫盲活动。本文将探讨游戏背后的教学原则,并在教授版权等主题时考虑游戏的价值和可玩性,因为版权等主题会导致不确定性和焦虑。我们还将反思在Covid-19大流行期间,我们如何调整我们的两款游戏用于在线教学。在这个过程中,重要的是要保留游戏的学习成果,以及使用的教学方法,包括使用团队和得分,同伴学习,使用场景,讨论和批判性思维。最后,我们将讨论从图书管理员和其他在自己的教学中玩过或使用我们的游戏的人那里收集到的反馈。最后,我们将考虑版权教育的关键方法如何与有趣学习的标志性教学法相一致。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Playing with Copyright transforming copyright education through games
Copyright education has become an important aspect of librarians’ information literacy and scholarly communications activities. These include providing support and delivering teaching sessions for teaching and professional services colleagues, as well as students, researchers and other library users. Since the Covid-19 pandemic and the shift to online and hybrid teaching, it has become increasingly important for lecturers and teachers to understand how licences and copyright exceptions apply to teaching and learning activities. The need for this has been documented by practitioners and scholars around the world (Hudson and Wragg, 2020; Craig and Tarantino, 2020; Morrison and Secker, 2020).In this paper we will briefly outline the concept of ‘copyright literacy’ as defined by IFLA (2018) and how it has many parallels with teaching other aspects of information literacy. This includes taking a more ‘critical’ approach, where students are encouraged to explore power dynamics within the systems of creation and consumption of information. Copyright education has traditionally been approached in a rather dry, lecture style format. This approach often serves to reinforce the perception of copyright education as the communication of a set of rigid rules to follow. We argue that the creation and use of copyright games, including Copyright the Card Game and The Publishing Trap, has transformed approaches to teaching copyright in recent years and supported a broader, more critical conception of copyright literacy. Both games are licensed as open educational resources and have been adapted and re-used by others in the UK and in other countries around the world. They have also sparked the creation of other copyright games, which are showcased at an annual conference: ICEPOPS – the International Copyright Literacy Event with Playful Opportunities for Practitioners and Scholars.The paper will explore the pedagogic principles behind our games as well as considering the value of games and playfulness when teaching about a subject such as copyright that is known to cause uncertainty and anxiety. We will also reflect on how we adapted both our games for teaching online during the Covid-19 pandemic. Through this process it was important to retain the learning outcomes of the game but also the pedagogical approaches used including the use of teams and point scoring, peer learning, the use of scenarios and of discussion and critical thinking. Finally we will discuss feedback we’ve collected from librarians and others who have played or used our games in their own teaching. We will conclude considering how a critical approach to copyright education aligns with a signature pedagogy of playful learning.
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