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Copyright the Card Game was developed in 2015 by Jane Secker
and Chris Morrison of UK Copyright Literacy. It was designed as a
3 hour workshop to teach librarians, faculty, and other education
professionals about copyright law as it applies to their work.
In 2016, A few US librarians expressed interest in adapting the
game for US law. Working together with UK Copyright Literacy,
we used Slack and Google Sheets to collaborate on finding align-
ments between US legal concepts and the structure of the UK
card deck.
This game has been piloted at
the University of Pittsburgh, a
WPWVC-ACRL meeting, and at
SUNY Broome Community Col-
lege. We have found a great deal
of faculty interest in the topic
and have had a great deal of pos-
itive feedback on the game.
We have reached out to copy-
right librarians for feedback
and made revisions based on
their advice. We contacted a
school librarians' listserv to
share the game and ask for
some copyright scenarios rele-
vant to the K-12 experience so
that we might expand the
games' usefulness
Copyright Literacy 2017 t-shirt design by Ross J.K. Art
The cards break down copyright
concepts into suits, closely
modeled on the UK version.
Works: the types of works
covered under copyright
Rights: the rights protected by
copyright
Fair Use & Exceptions: the
limitations and exemptions for
copyright
Licenses: allow people to make
use of copyrighted works
Risk: as part of the game,
players are asked to come up
with an estimate of risk for
each copyright scenario
We are considering adding a suit
for the TEACH Act.
We used the cards as a way to
promote and demonstrate
Creative Commons. The icons
used in the card designs come
from The Noun Project and are
CC-licensed. The cards are CC-
licensed as well
The UK version of the game was
designed as a three hour
workshop. We redesigned it for
a 50 minute session, with
flexibility built in for longer
sessions. We used the Monkey
Selfie story as an ice breaker,
and on promotional materials.
At the beginning of our
presentation we ask the
audience for their copyright
questions and concerns, and
then address them at relevant
points throughout the
presentation. The presentation
consists of a brief overview of
copyright concepts, which
corresponds to the cards in the
deck. We then discuss
hypothetical copyright
scenarios. We work through
one scenario as a group,
deciding which cards a relevant
to the situation, and giving it a
risk factor. Then participants
work in groups to evaluate other
scenarios. We finish up by
having each group share their
decisions, which we discuss with
the audience as a whole.
The game is designed to be
customizable, so it could be
expanded to go into more
depth if time permits. In our
presentation, we removed the
Exceptions cards and made Fair
Use our area of focus. If we
wanted to make the game more
competitive, we could use a
point system and give credit for
being the first to answer, or
coming closest to the ideal
answer, or groups could vote
explanation up or down.
http://bit.ly/copyrightcards

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Fun and games with copyright poster2

  • 1. Copyright the Card Game was developed in 2015 by Jane Secker and Chris Morrison of UK Copyright Literacy. It was designed as a 3 hour workshop to teach librarians, faculty, and other education professionals about copyright law as it applies to their work. In 2016, A few US librarians expressed interest in adapting the game for US law. Working together with UK Copyright Literacy, we used Slack and Google Sheets to collaborate on finding align- ments between US legal concepts and the structure of the UK card deck. This game has been piloted at the University of Pittsburgh, a WPWVC-ACRL meeting, and at SUNY Broome Community Col- lege. We have found a great deal of faculty interest in the topic and have had a great deal of pos- itive feedback on the game. We have reached out to copy- right librarians for feedback and made revisions based on their advice. We contacted a school librarians' listserv to share the game and ask for some copyright scenarios rele- vant to the K-12 experience so that we might expand the games' usefulness Copyright Literacy 2017 t-shirt design by Ross J.K. Art
  • 2. The cards break down copyright concepts into suits, closely modeled on the UK version. Works: the types of works covered under copyright Rights: the rights protected by copyright Fair Use & Exceptions: the limitations and exemptions for copyright Licenses: allow people to make use of copyrighted works Risk: as part of the game, players are asked to come up with an estimate of risk for each copyright scenario We are considering adding a suit for the TEACH Act. We used the cards as a way to promote and demonstrate Creative Commons. The icons used in the card designs come from The Noun Project and are CC-licensed. The cards are CC- licensed as well
  • 3. The UK version of the game was designed as a three hour workshop. We redesigned it for a 50 minute session, with flexibility built in for longer sessions. We used the Monkey Selfie story as an ice breaker, and on promotional materials. At the beginning of our presentation we ask the audience for their copyright questions and concerns, and then address them at relevant points throughout the presentation. The presentation consists of a brief overview of copyright concepts, which corresponds to the cards in the deck. We then discuss hypothetical copyright scenarios. We work through one scenario as a group, deciding which cards a relevant to the situation, and giving it a risk factor. Then participants work in groups to evaluate other scenarios. We finish up by having each group share their decisions, which we discuss with the audience as a whole. The game is designed to be customizable, so it could be expanded to go into more depth if time permits. In our presentation, we removed the Exceptions cards and made Fair Use our area of focus. If we wanted to make the game more competitive, we could use a point system and give credit for being the first to answer, or coming closest to the ideal answer, or groups could vote explanation up or down. http://bit.ly/copyrightcards