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COPYRIGHT LITERACY /
URHEBERRECHTSKOMPETENZ
AND THE PUBLISHING TRAP
Jane Secker and Chris Morrison
@cbowiemorrison @UKCopyrightLit @jsecker
107. Deutscher Bibliothekartag 2018
14th June 2018, Berlin
copyrightliteracy.org
“Excited - like the idea that
copyright is a gateway.
Should enable access to
culture, rather than barrier”
“Warm and Fuzzy”
“Love it! It's kept
me in the lifestyle
to which I have
become
accustomed”
“Confused,
cautious,
faintly
nauseous!”
“Frustrated,
confused. Can I
risk it? Can my
organisation risk
it?”
“Worried, anxious”
“Like the
receiver (and
thrower) of a
hot potato”
“acquiring and demonstrating
the appropriate knowledge,
skills and behaviours to enable
the ethical creation and use of
copyright material.”
Secker and Morrison, 2016, p.211
COPYRIGHT LITERACY
Education
not training
Balance between
content and approach
Getting comfortable
with uncertainty
Avoiding binaries
?
WHAT DOES IT MEAN?
• Levels of copyright literacy are
less than satisfactory
• Improvements are needed
• There are differences across
the countries
• Highest scores are from
countries with institutional
copyright policies and training
programs (such as the UK,
USA, France, Finland and
Norway)
• Majority (92.9 percent,
n=1790) thinks that copyright
literacy should be included in
LIS curriculum
0
20
40
60
80
100
Turkey
Bulgaria
France
Croatia
Finland
Hungary
LithuaniaMexico
Norway
Portugal
Romania
UK
USA
Appropriate level for CL
training
Bachelor Masters PhD
THE INTERNATIONAL COPYRIGHT
LITERACY SURVEY
THE INTERNATIONAL COPYRIGHT
LITERACY COMMUNITY
COPYRIGHT LITERACY IN THE
UNITED KINGDOM
EngagementResearch
Education
Community
PHENOMENOGRAPHY
COPYRIGHT AS AN EXPERIENCE
Category 4:
Copyright is an
opportunity for
negotiation,
collaboration and
co-construction
of understanding
Category 1: Copyright is a problem
Category 2:
Copyright is complicated and
shifting
Category 3:
Copyright is a
known entity
requiring coherent
messages
THE ROLE OF THE COPYRIGHT OFFICER
HEADLINE FINDINGS ….
66% of institutions in
the UK have a
designated copyright
officer (higher in Higher
Education)
74% are paid more than
£30K per annum
They are 4 times more
likely to be a librarian
than to have legal
training
63% of them are based
in the Library
65% of institutions have
other staff also involved
in copyright matters
WHAT DO COPYRIGHT SPECIALISTS DO?
Providing advice and
support for staff
Writing printed or
online guidance
Advising on/obtaining
copyright permissions
Providing advice and
support for students /
visitors / library users
Running workshops and
training
Advice on collective
licensing for the
organisation
73
61
60
56
50
46
BACKGROUND
ACRL (2013) Study on the Intersections of Information
Literacy and Scholarly Communications identified 3
intersections:
• economics of the distribution of scholarship (including access
to scholarship, the changing nature of scholarly publishing,
and the education of students to be knowledgeable content
consumers and content creators);
• digital literacies (including teaching new technologies and
rights issues, and the emergence of multiple types of non-
textual content);
• our changing roles (including the imperative to contribute to
the building of new infrastructures for scholarship, and deep
involvement with creative approaches to teaching).
Issues associating with teaching copyright and licensing lie at
the heart of these intersections
TEACHING COPYRIGHT, LICENSING
AND SCHOLARLY COMMS
Complexity,
frustration and
confusion
Terminology
and processes
Didactic vs
experiential
Scenarios and
real life
problems
Value of active
learning and
games-based
learning
LESSONS FROM COPYRIGHT
THE CARD GAME
• Embodied cognition – knowledge
in your hand and head
• The value of playing in teams
and discussion
• Scenarios
• Avoiding binaries – right vs
wrong
The Hand, Frank R.
Wilson
THEPUBLISHINGTRAP:THE
CREATIVEPROCESS
2018Nov Feb May Aug Nov Feb May Aug Nov
Game based learning Leeds
Nov 23, 2015
Lagadathon at LILAC 2016 Dublin
Mar 22, 2016
Kent MA students
Mar 14, 2017
Licensing choices and
sharing the game CC-
BY-NC-ND
Nov 16, 2017
Available for download
from copyrightliteracy.org
Oct 20, 2017
Playtest with PLSIG in London
Nov 17, 2016
Wroclaw Summer 2017
Aug 23, 2017
Official launch Kent
Oct 16, 2017
9/4/2017
Input from Lisa Johstone Graphic
Design
2015
DEVELOPINGTHEGAME
INTRODUCING THE
PUBLISHING TRAP
MEET THE CHARACTERS
Mary the space scientist
Brian the microbiologistMisha the criminologist
Simon the Jane Austen expert
THE ACADEMIC GAME OF LIFE
LET’S PLAY….!
IMPACT TO DATE
• Downloads and hits on website:
• over 3,200 hits on website and 250 downloads to date*
• Who has played it
• mainly librarians rather than intended audience
(researchers)
• Worldwide interest
• UK, USA, Canada, Australia, New Zealand
• Europe including France, Germany, Sweden, Czech Republic,
Norway, Spain, Denmark
• Elsewhere: Japan, Singapore, Saudi Arabia and many more!
* as of 30 April 2018
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
“I found it a really engaging
way of understanding more
about the academic
publishing process and the
impact that copyright/IP has
on it.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
“I found it a really engaging
way of understanding more
about the academic
publishing process and the
impact that copyright/IP has
on it.”
“It provides a great entry
point to what can be a
complex area of scholarly
life. It is particularly good for
library staff working with
open access repositories.”
WHAT DO PEOPLE SAY?
“Valuable to me as a university
librarian to remind me of the value
of research and to help me
understand and relate to the
opportunities and challenges of
scholarly publishing from an
academic's point of view.”
“It would help researchers to
understand that the decisions they
make in relation to publishing their
work cannot be made in isolation.
Each decision results in an impact
further down the publishing path
can could be positive or negative.
It's a great game to convey the
different routes to publishing.”
“I found it a really engaging
way of understanding more
about the academic
publishing process and the
impact that copyright/IP has
on it.”
“It provides a great entry
point to what can be a
complex area of scholarly
life. It is particularly good for
library staff working with
open access repositories.”
IMPROVEMENTS AND SUGGESTIONS
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
“Players wanted to do more with
the money, e.g. pay for a research
assistant or go to conferences or
additional training. Also, the
conflict between research and
teaching was not highlighted -
which is something a lot of
researchers do struggle with and
therefore work a lot overtime.”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
“Players wanted to do more with
the money, e.g. pay for a research
assistant or go to conferences or
additional training. Also, the
conflict between research and
teaching was not highlighted -
which is something a lot of
researchers do struggle with and
therefore work a lot overtime.”
“A choice of characters would
be great, especially if there was
a way to mix and match
characteristics.”
IMPROVEMENTS AND SUGGESTIONS
“The playing space could be
a bit bigger - i.e. the space
at the edges of the board
where all the action
happens, and the middle bit
smaller.”
“The game is quite long, and,
whilst I really enjoyed it and felt
engaged throughout, I
wondered whether PhD
students would prefer
something a little shorter.
Would there be a way to cut it
down so that it can be
completed in about an hour?”
“Players wanted to do more with
the money, e.g. pay for a research
assistant or go to conferences or
additional training. Also, the
conflict between research and
teaching was not highlighted -
which is something a lot of
researchers do struggle with and
therefore work a lot overtime.”
“A choice of characters would
be great, especially if there was
a way to mix and match
characteristics.”
FEEDBACK
THE PUBLISHING TRAP AND
OTHER TRAINING
Linking in with
institutional
policies and
procedures
Putting
copyright
concerns in
wider context
Complements
wider scholarly
comms and open
access support
FUTURE PLANS
New Zealand
and Australian
version
German
translation
Updating
game
mechanics
Potential
redesign of the
board
Building 3D
model
“DIE PUBLIKATIONSFALLE”
The game and the corresponding files were translated in coordination with the authors
Jane Secker and Chris Morrison and in some cases adapted for the intended use at
German universities:
Das Spiel und die dazugehörigen Dateien wurden in Abstimmung mit den Urhebern Jane
Secker und Chris Morrison übersetzt und für den Verwendungszweck an deutschen
Hochschulen in einigen Fällen angepasst durch:
• Cagla Bacaksiz, B.A. Informationsmanagement, Hochschule Hannover @Cagla_Bcksz
• Ellen Euler, Prof. Dr. Open Access & Open Data, FH Potsdam,
Orcid:https://orcid.org/0000-0002-8897-420X @elleneuler
• Dorothea Strecker, B.A. Bibliothekswissenschaft, FH Potsdam,
Orcid: https://orcid.org/0000-0002-9754-3807 @dorothearrr
Translation and adaptation are available under the same license as the original.
Die Übersetzung und Anpassungen stehen unter derselben Lizenz, wie das Original, zur
Verfügung.
Die Publikationsfalle
CREDITS
Original content by Chris Morrison and Jane Secker (UK Copyright Literacy) licensed
Creative Commons Attribution ShareAlike (CC BY SA) 4.0
The Publishing Trap images and photos licensed CC BY NC ND 4.0
Third party copyright images included under fair dealing provisions of Copyright, Designs
and Patents Act 1988
• Slide 3 – Photo by Amber Litzinger https://flic.kr/p/bEXT6H CC-BY
• Slide 4 - Panic by Nate Stelner https://flic.kr/p/us2aa Public Domain
• Slide 6 – Open Clip Art
• Slide 10 - Phenomena by Nick Ares https://flic.kr/p/6m6uYA CC-BY
• Slide 12 - Lego police officer byMartin @pokipsie Rechsteiner
https://flic.kr/p/qmMDmS CC-BY
• Slide 18 – front cover of The Hand by Frank R Wilson - Vintage Publishing
• Slide 19 – Game of Life and Mousetrap by Hasbro
• Slide 21 – Publishing Trap in Cambridge photos by Claire Sewell
• Slide 40 – Die Publikationsfalle photos by Cagla Bacaksiz
FURTHER READING
ACRL (2013) Scholarly Communication and Information Literacy: Creating Strategic
Collaborations for a Changing Academic Environment. ACRL. Available at:
http://acrl.ala.org/intersections/
Morrison, C and Secker J. (2015) Copyright Literacy in the UK: a survey of librarians and
other cultural heritage sector professionals. Library and Information Research. 39 (121)
http://www.lirgjournal.org.uk/lir/ojs/index.php/lir/article/view/675
Morrison, C & Secker, J. (2017). Understanding librarians’ experiences of copyright:
findings from a phenomenographic study of UK information professionals. Library
Management, 38 (6/7)
Morrison, C and Secker, J (2017) The Publishing Trap: a game of scholarly communication.
LSE Impact Blog http://blogs.lse.ac.uk/impactofsocialsciences/2017/10/28/the-publishing-
trap-a-game-of-scholarly-communication/
Morrison, C. (2015) Copyright the Card Game. ALISS Quarterly. 9 (2).
Secker, J and Morrison C (2018). The Publishing Trap. Information Professional. April 2018
edition Available at: https://www.cilip.org.uk/page/PubTrapAprMay18
Secker, J and Morrison, C. (2016) Copyright and E-learning: a guide for practitioners. Facet
publishing: London. Chapter 6: Copyright education and training available online.
Todorova, Tania et. al. (2017) Information Professionals and Copyright Literacy: A
Multinational Study. Library Management, 38 (6/7).
The Publishing Trap is available under CC-BY-NC-ND at:
https://copyrightliteracy.org/resources/the-publishing-trap/

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Copyright literacy - urheberrechtskompetenz and the Publishing Trap

  • 1. COPYRIGHT LITERACY / URHEBERRECHTSKOMPETENZ AND THE PUBLISHING TRAP Jane Secker and Chris Morrison @cbowiemorrison @UKCopyrightLit @jsecker 107. Deutscher Bibliothekartag 2018 14th June 2018, Berlin
  • 3. “Excited - like the idea that copyright is a gateway. Should enable access to culture, rather than barrier” “Warm and Fuzzy” “Love it! It's kept me in the lifestyle to which I have become accustomed”
  • 4. “Confused, cautious, faintly nauseous!” “Frustrated, confused. Can I risk it? Can my organisation risk it?” “Worried, anxious” “Like the receiver (and thrower) of a hot potato”
  • 5. “acquiring and demonstrating the appropriate knowledge, skills and behaviours to enable the ethical creation and use of copyright material.” Secker and Morrison, 2016, p.211 COPYRIGHT LITERACY
  • 6. Education not training Balance between content and approach Getting comfortable with uncertainty Avoiding binaries ? WHAT DOES IT MEAN?
  • 7. • Levels of copyright literacy are less than satisfactory • Improvements are needed • There are differences across the countries • Highest scores are from countries with institutional copyright policies and training programs (such as the UK, USA, France, Finland and Norway) • Majority (92.9 percent, n=1790) thinks that copyright literacy should be included in LIS curriculum 0 20 40 60 80 100 Turkey Bulgaria France Croatia Finland Hungary LithuaniaMexico Norway Portugal Romania UK USA Appropriate level for CL training Bachelor Masters PhD THE INTERNATIONAL COPYRIGHT LITERACY SURVEY
  • 9. COPYRIGHT LITERACY IN THE UNITED KINGDOM EngagementResearch Education Community
  • 11. COPYRIGHT AS AN EXPERIENCE Category 4: Copyright is an opportunity for negotiation, collaboration and co-construction of understanding Category 1: Copyright is a problem Category 2: Copyright is complicated and shifting Category 3: Copyright is a known entity requiring coherent messages
  • 12. THE ROLE OF THE COPYRIGHT OFFICER
  • 13. HEADLINE FINDINGS …. 66% of institutions in the UK have a designated copyright officer (higher in Higher Education) 74% are paid more than £30K per annum They are 4 times more likely to be a librarian than to have legal training 63% of them are based in the Library 65% of institutions have other staff also involved in copyright matters
  • 14. WHAT DO COPYRIGHT SPECIALISTS DO? Providing advice and support for staff Writing printed or online guidance Advising on/obtaining copyright permissions Providing advice and support for students / visitors / library users Running workshops and training Advice on collective licensing for the organisation 73 61 60 56 50 46
  • 15.
  • 16. BACKGROUND ACRL (2013) Study on the Intersections of Information Literacy and Scholarly Communications identified 3 intersections: • economics of the distribution of scholarship (including access to scholarship, the changing nature of scholarly publishing, and the education of students to be knowledgeable content consumers and content creators); • digital literacies (including teaching new technologies and rights issues, and the emergence of multiple types of non- textual content); • our changing roles (including the imperative to contribute to the building of new infrastructures for scholarship, and deep involvement with creative approaches to teaching). Issues associating with teaching copyright and licensing lie at the heart of these intersections
  • 17. TEACHING COPYRIGHT, LICENSING AND SCHOLARLY COMMS Complexity, frustration and confusion Terminology and processes Didactic vs experiential Scenarios and real life problems Value of active learning and games-based learning
  • 18. LESSONS FROM COPYRIGHT THE CARD GAME • Embodied cognition – knowledge in your hand and head • The value of playing in teams and discussion • Scenarios • Avoiding binaries – right vs wrong The Hand, Frank R. Wilson
  • 20. 2018Nov Feb May Aug Nov Feb May Aug Nov Game based learning Leeds Nov 23, 2015 Lagadathon at LILAC 2016 Dublin Mar 22, 2016 Kent MA students Mar 14, 2017 Licensing choices and sharing the game CC- BY-NC-ND Nov 16, 2017 Available for download from copyrightliteracy.org Oct 20, 2017 Playtest with PLSIG in London Nov 17, 2016 Wroclaw Summer 2017 Aug 23, 2017 Official launch Kent Oct 16, 2017 9/4/2017 Input from Lisa Johstone Graphic Design 2015 DEVELOPINGTHEGAME
  • 22. MEET THE CHARACTERS Mary the space scientist Brian the microbiologistMisha the criminologist Simon the Jane Austen expert
  • 23. THE ACADEMIC GAME OF LIFE
  • 25. IMPACT TO DATE • Downloads and hits on website: • over 3,200 hits on website and 250 downloads to date* • Who has played it • mainly librarians rather than intended audience (researchers) • Worldwide interest • UK, USA, Canada, Australia, New Zealand • Europe including France, Germany, Sweden, Czech Republic, Norway, Spain, Denmark • Elsewhere: Japan, Singapore, Saudi Arabia and many more! * as of 30 April 2018
  • 26. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.”
  • 27. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.”
  • 28. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.” “I found it a really engaging way of understanding more about the academic publishing process and the impact that copyright/IP has on it.”
  • 29. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.” “I found it a really engaging way of understanding more about the academic publishing process and the impact that copyright/IP has on it.” “It provides a great entry point to what can be a complex area of scholarly life. It is particularly good for library staff working with open access repositories.”
  • 30. WHAT DO PEOPLE SAY? “Valuable to me as a university librarian to remind me of the value of research and to help me understand and relate to the opportunities and challenges of scholarly publishing from an academic's point of view.” “It would help researchers to understand that the decisions they make in relation to publishing their work cannot be made in isolation. Each decision results in an impact further down the publishing path can could be positive or negative. It's a great game to convey the different routes to publishing.” “I found it a really engaging way of understanding more about the academic publishing process and the impact that copyright/IP has on it.” “It provides a great entry point to what can be a complex area of scholarly life. It is particularly good for library staff working with open access repositories.”
  • 31. IMPROVEMENTS AND SUGGESTIONS “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?”
  • 32. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?”
  • 33. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?” “Players wanted to do more with the money, e.g. pay for a research assistant or go to conferences or additional training. Also, the conflict between research and teaching was not highlighted - which is something a lot of researchers do struggle with and therefore work a lot overtime.”
  • 34. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?” “Players wanted to do more with the money, e.g. pay for a research assistant or go to conferences or additional training. Also, the conflict between research and teaching was not highlighted - which is something a lot of researchers do struggle with and therefore work a lot overtime.” “A choice of characters would be great, especially if there was a way to mix and match characteristics.”
  • 35. IMPROVEMENTS AND SUGGESTIONS “The playing space could be a bit bigger - i.e. the space at the edges of the board where all the action happens, and the middle bit smaller.” “The game is quite long, and, whilst I really enjoyed it and felt engaged throughout, I wondered whether PhD students would prefer something a little shorter. Would there be a way to cut it down so that it can be completed in about an hour?” “Players wanted to do more with the money, e.g. pay for a research assistant or go to conferences or additional training. Also, the conflict between research and teaching was not highlighted - which is something a lot of researchers do struggle with and therefore work a lot overtime.” “A choice of characters would be great, especially if there was a way to mix and match characteristics.”
  • 37. THE PUBLISHING TRAP AND OTHER TRAINING Linking in with institutional policies and procedures Putting copyright concerns in wider context Complements wider scholarly comms and open access support
  • 38. FUTURE PLANS New Zealand and Australian version German translation Updating game mechanics Potential redesign of the board Building 3D model
  • 39. “DIE PUBLIKATIONSFALLE” The game and the corresponding files were translated in coordination with the authors Jane Secker and Chris Morrison and in some cases adapted for the intended use at German universities: Das Spiel und die dazugehörigen Dateien wurden in Abstimmung mit den Urhebern Jane Secker und Chris Morrison übersetzt und für den Verwendungszweck an deutschen Hochschulen in einigen Fällen angepasst durch: • Cagla Bacaksiz, B.A. Informationsmanagement, Hochschule Hannover @Cagla_Bcksz • Ellen Euler, Prof. Dr. Open Access & Open Data, FH Potsdam, Orcid:https://orcid.org/0000-0002-8897-420X @elleneuler • Dorothea Strecker, B.A. Bibliothekswissenschaft, FH Potsdam, Orcid: https://orcid.org/0000-0002-9754-3807 @dorothearrr Translation and adaptation are available under the same license as the original. Die Übersetzung und Anpassungen stehen unter derselben Lizenz, wie das Original, zur Verfügung.
  • 41. CREDITS Original content by Chris Morrison and Jane Secker (UK Copyright Literacy) licensed Creative Commons Attribution ShareAlike (CC BY SA) 4.0 The Publishing Trap images and photos licensed CC BY NC ND 4.0 Third party copyright images included under fair dealing provisions of Copyright, Designs and Patents Act 1988 • Slide 3 – Photo by Amber Litzinger https://flic.kr/p/bEXT6H CC-BY • Slide 4 - Panic by Nate Stelner https://flic.kr/p/us2aa Public Domain • Slide 6 – Open Clip Art • Slide 10 - Phenomena by Nick Ares https://flic.kr/p/6m6uYA CC-BY • Slide 12 - Lego police officer byMartin @pokipsie Rechsteiner https://flic.kr/p/qmMDmS CC-BY • Slide 18 – front cover of The Hand by Frank R Wilson - Vintage Publishing • Slide 19 – Game of Life and Mousetrap by Hasbro • Slide 21 – Publishing Trap in Cambridge photos by Claire Sewell • Slide 40 – Die Publikationsfalle photos by Cagla Bacaksiz
  • 42. FURTHER READING ACRL (2013) Scholarly Communication and Information Literacy: Creating Strategic Collaborations for a Changing Academic Environment. ACRL. Available at: http://acrl.ala.org/intersections/ Morrison, C and Secker J. (2015) Copyright Literacy in the UK: a survey of librarians and other cultural heritage sector professionals. Library and Information Research. 39 (121) http://www.lirgjournal.org.uk/lir/ojs/index.php/lir/article/view/675 Morrison, C & Secker, J. (2017). Understanding librarians’ experiences of copyright: findings from a phenomenographic study of UK information professionals. Library Management, 38 (6/7) Morrison, C and Secker, J (2017) The Publishing Trap: a game of scholarly communication. LSE Impact Blog http://blogs.lse.ac.uk/impactofsocialsciences/2017/10/28/the-publishing- trap-a-game-of-scholarly-communication/ Morrison, C. (2015) Copyright the Card Game. ALISS Quarterly. 9 (2). Secker, J and Morrison C (2018). The Publishing Trap. Information Professional. April 2018 edition Available at: https://www.cilip.org.uk/page/PubTrapAprMay18 Secker, J and Morrison, C. (2016) Copyright and E-learning: a guide for practitioners. Facet publishing: London. Chapter 6: Copyright education and training available online. Todorova, Tania et. al. (2017) Information Professionals and Copyright Literacy: A Multinational Study. Library Management, 38 (6/7). The Publishing Trap is available under CC-BY-NC-ND at: https://copyrightliteracy.org/resources/the-publishing-trap/

Editor's Notes

  1. Chris
  2. Chris
  3. Chris
  4. Jane
  5. 14 counries were involved, namely Bulgaria, Croatia, Finland, France, Hungary, Lithuania, Mexico, Norway, Portugal, Romania, Spain, Turkey, UK and USA. Carried out between (2012-2016) Main aim was to explore the levels of CL knowledge and skills of librarians and other professionals from cultural heritage institutions
  6. ECIL and IFLA logos to be added
  7. Jane – variation in experience 3 groups interviews Academic libraries Rigorous data analysis – read the article
  8. Chris
  9. High numbers of institutions have copyright specialists – what should they be called? What is their role? What are the implications – does it mean all the copyright knowledge remains in a silo? Survey of UK copyright specialists – March 2017
  10. CLS showed 64% had copyright officers (75% in universities)
  11. Chris to re-order the chart and filter only the top 5 from Qualtrics and make them legible.
  12. Jane
  13. Chris. Ask whether this is other people’s experience. Is this a provocation? Our research and practice highlights the value of active learning and specifically game—based learning
  14. Chris
  15. Both but Jane to lead
  16. Chris – mentioning Cambridge
  17. Jane
  18. Chris It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  19. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  20. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  21. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  22. It would be very helpful to have a separate, annotated rule book to provide context for the game and to explain the mechanics of how all of the rounds work, and how to translate decisions made according to the playbook onto the board. It is impossible to play the game "out of the box" from the playbook alone. A straightforward way to improve the player experience would be to have individual playbooks for each character. Given that the game requires at least 8 people sitting around the board (two per player), it's likely that they won't be able to read the short descriptions upside down. Since everyone needs to have her own copy of the playbook during the game, having the playbooks individualized on a character-by-character basis would make it much easier for the players to engage with the stories and be aware of the differences in the characters' strengths. Keeping track of the Skills tracks is very difficult. While they are attractive graphically, the individual tracks are so small that it is difficult to keep one's place with standard stationery equipment. (We ended up distributing post-its and asking players to keep track of their skills with a gate tally, which wasn't ideal.) Given the difficulty of maintaining the Skills tracks, would it be possible to print those in the playbooks with the individual characters? Then the players could keep track of the Skills points sensibly. They could also take home their playbooks as a memento of the session and it would probably spark further discussion afterward. The Instructions mention that 100 white tokens are needed, but their function isn't explained. Should they be used to record decisions on the board? The Impact Assessment is extremely confusing. The distinction between "points" and "tokens" is not explained anywhere, and the function of the physical tokens isn't explained. The physical tokens are shaped like a distinct section on the board, but how does a player know which one to put down? Also, how are the points made during the Impact Assessment round recorded? Are they only relevant during the assessment?
  23. Jane then Chris