“Dizzywood’s unique virtual environment offers our kids a wonderful environment in which they can learn important lessons through activities that require thoughtful decision-making. We hope the success of this program offers a model for other youth programs to follow.”
The partnership reinforces the findings of two recent studies of elementary school students conducted by UC Davis. The studies observed that children find ways to transform their experiences with technology into fun, highly organized group activities and that technology-based activities can be explicitly designed to foster social reflection and advanced planning among young children.
Dizzywood, a virtual world and online game for children ages 8-12, today announced that it has been selected by the YMCA of San Francisco to enhance the youth program's technology curriculum. The YMCA is using Dizzywood's virtual environment to reinforce its program emphasis on activities that promote values such as caring, honesty, respect and responsibility. Children also learn about important issues relating to virtual worlds, such as digital citizenship and online safety, as well as complete storytelling and team-building exercises that emphasize creativity, writing and reading skills, and working together to achieve goals. The YMCA program is similar to the elementary school program that Dizzywood recently completed with the Reed Union School District (Marin County, CA). The highly interactive workshop, which ran from April through June, used virtual activities to reinforce the school's character pillars, which include caring, citizenship, fairness, respect, responsibility and trustworthiness, among other core values.
From the Center for Intellectual Property, University of Maryland. The Center for Intellectual Property provides education, research, and resources for the higher education community on copyright, academic integrity, and the emerging digital environment. The Center accomplishes its mission through the delivery of workshops and conferences, online training, consultations on campus, and electronic and print publications, and it provides continuous updates on legislative developments at the local, state, national, and international level.
Many educators, however, miss these opportunities because they don't know their rights under fair use, have been given bad information or lack administrators who will back them up, said a report last year by American and Temple universities. The report, "The Cost of Copyright Confusion for Media Literacy," found that many teachers were censoring themselves.
The code doesn't cover every possible situation -- nor does it say educators have unfettered use -- but it's aimed at providing clearer guidelines to help teachers and students understand when they can use material without seeking permission or making a payment.
ReCut, Reframe, Recycle: Quoting Copyrighted Material in User-Generated Video .
A Future of Media Project funded by the Ford Foundation. This study looks at what kinds of uses of copyrighted works are legal online. It identifies nine common kinds of re-appropriation practices, including satire and parody, criticism and video diaries.
Professor Eric Faden of Bucknell University created this humorous, yet informative, review of copyright principles delivered through the words of the very folks we can thank for nearly endless copyright terms. View as streaming video, download as an MP4 file or watch it on YouTube.
Matthew Needleman's blog includes his presentation on copyright and fair use in the classroom. As film maker who has moved to the classroom, he also shares his knowledge of media resources, creative commons material etc.
This lesson takes advantage of students' interest in music and audio sharing as part of a persuasive debate unit. Students investigate the controversial topic of downloading music from the Internet.
Tim and Moby teach students the basics about copyright law. A subscription is required to access this material. Note: Some of the other modules are free, including Online Safety, Information Privacy, Digital Etiquette, Cyberbullying and Blogs. See: http://www.brainpop.com/technology/digitalcitizenship/
In this lesson, students will begin to explore the often-perplexing world of copyrights by defining the essential elements of U.S. copyright law. Beginning with the Copy Quiz game and a free-form class discussion, students will tease out collective and individual ideas about the rights of creators and users.
This comprehensive resource will tell you everything you need to know about plagiarism, from the basic facts to free detection tools to preventing it in both the physical and online classroom.
One of eight interactive case studies for kids (GR 4-8) from Cable In the Classroom: Power to Learn. Educating students about the legal and ethical aspects of illegal downloading offers the best opportunity to minimize the ethics gap which allows otherwise law-abiding kids to break the rules. Case studies are explored. Students are asked to develop an essay question. The graphics are Nickelodeon style. For the entire series, check out: http://powertolearn.com/internet_smarts/interactive_case_studies/index.shtml