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ResourcesResearch IntegrityCopyright Dough: a game to teach, and bring discussion, about copyright licences and exceptions – UK Copyright Literacy (https://twitter.com/Hannah_Pyman | March 2020)

Australasian Human Research Ethics Consultancy Services Pty Ltd (AHRECS)

Copyright Dough: a game to teach, and bring discussion, about copyright licences and exceptions – UK Copyright Literacy (https://twitter.com/Hannah_Pyman | March 2020)

 


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Today’s guest blog post is from Hannah Pyman who is an Information Literacy Co-ordinator at the University of Essex. Within this role, she specialises in scholarly communication and research support. Having only been in this newly developed role since September 2019, Hannah is working with her colleagues to better establish how information literacy and scholarly communication work together in practice. Copyright Dough is a clear example of this, illustrating how information literacy techniques can be used to promote a broader understanding of a complex area of scholarly communication. Hannah also graduated from the University of Sheffield in January 2020 with an MA in Library and Information Services Management.

They had us at playdough. This is a fun way to get workshop participants hand-on with copyright and applying their knowledge in a delightfully kinaesthetic activity.

While we all see copyright as a topic of great excitement(!), it’s no secret that sometimes it can be difficult to get others to see the same. My colleague Katrine Sundsbo and I therefore took it upon ourselves to develop a new game to help engage users in the joys of copyright licences and exceptions. However, we were keen to ensure that every participant still went away from the game sessions having learnt a helpful amount about the sometimes-complicated world of copyright. Our other criteria was that the game could be shared amongst the community, as open education is something we are keen to pursue. So with those criteria in mind, Copyright Dough was born.
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What is Copyright Dough?

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Copyright Dough is an interactive game that gives participants a chance to put themselves in the position of different stakeholders. Within the game, we have termed these stakeholder roles as ‘creators’, ‘researchers’, ‘teachers’, and ‘students’. Each player begins the game by being given a card with one of these roles, along with some light-hearted information about their role’s character to help inspire them later (it is safe to say that we had a great time coming up with a whole range of guilty pleasures!).

Read the rest of this discussion piece



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