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Copyright and Fair use

We are living in the age where technology rules the world. So as educators, we should adopt to
this technological advancement. As you can see it these pictures, No matter what the classroom settings
are, either there is a screen, a television or just a laptop and a speaker, but then the educators are
making the most out of technology and multimedia available in imparting new knowledge and skills to
the learners.
With this technological advancement, with just a click of a finger, thousands and thousands of
contents are available online that you can COPY and PASTE. MUSHUP, REMIX or even DOWNLOAD. Not
just that, you can also POST your content so that other netizens will be able to see it. But then because
of this content availability on the internet, PEOPLES WRITING, artworks, videos and images can be
inspiring but also it is easier for other people to take it without even thinking twice. If people will
consider the internet a free for all, LEGAL and ethical issues may arise.
That’s why it is important to know about COPYRIGHT and FAIR USE.
First thing is that we need to discuss first what is a COPYRIGHT so that it will be easier for us to
understand fair use later.
Okay, so first things first. WHAT is a copyright? Copyright is referred to the legal right of the
owner of intellectual property. The original creator of the product and anyone they give authorization to
are the only ones with the right to reproduce the work. We are all familiar to this copyright, right? From
the books we read, to the music we listen to, the movies we watch, to the poems and literatures that we
are fond of and many more intellectual properties are copyrighted. This copyright serves as the
protection of the owners from intellectual property thieves. It is considered as one of the intangible
assets that an individual can possess. Worth noting that the life of this copyright is not a joke, it lasts as
long as its owner is alive plus 70 years after its death.
THE LAW is really protecting these intellectual owners. In the US, they have Copyright Act of
1976. This Act became the basis of all the Copyright Laws available today. In the Philippines, we also
have our version of this law and that is Republic Act 8293. It is an act prescribing the intellectual
property code and establishing the intellectual property office, providing for its powers and functions,
and for other purposes. It is also known as the intellectual property in the Philippines. Violation of this
law or what we call copyright infringement is punishable by 1 – 3 years of imprisonment and fine of
50,000 – 150,000 for the first offense and imprisonment of 3 years and 1 day to 6 years plus 150,000 –
500,000 fine for the second offense.
SO does this mean that we can’t use the contents available online without violating this law?
Of course not. There are KEYS to open this LOCK.
NUMBER 1 check who owns it.
NUMBER 2 get permission to use it.
NUMBER 3 give credit to the creator.
NUMBER 4 buy it if necessary
NUMBER 5 use it responsibly.
And always remember to GIVE CREDIT TO THE OWNER.

OTHER key is using SMALL part or the content and that is FAIR USE.
WHAT is fair use then?
Fair use or fair use act is a portion of the Copyright law of 1976. It is found in Section 107. It is an
allowance made in the Copyright law so contents can be used for the purpose of criticism, comment,
news reporting, teaching, scholarship, education and research without committing copyright
infringement.
FAIR use is only applied in certain instances. SCHOOL WORK AND EDUCATION, NEWS
REPORTING, CRITIZISING OR COMMENTING and COMEDY OF PARODY.

FAIR USE has four points.


NUMBER 1 use only a small amount of the work.
NUMBER 2 add new meaning to the work to make it original.
NUMBER 3 rework it and use it in a totally different way.
NUMBER 4 use it for non profit purposes.

But then, just like in the copyright, we should always GIVE CREDIT TO CREATOR.

BECAUSE of this fair use, content owners and those in the field of education can work hand in
hand in delivering more effective form of teaching without the threat of copyright infringement.

THE next topic is about WEB ARTIFACTS.

WHEN we hear the word ARTIFACTS, these objects here come into our minds, right? So artifact
per se is defined as items made or given shape by humans, such as a tool or a work of art, especially an
object of archaeological interest.

BUT then, what is a web artifact? This are pieces that includes web resources such as JSP files,
images, stylesheets, Javascript, static HTML pages in addition to JAVA classes and source files and web
application configuration files.
Web artifact is a very broad term. It incompasses all the web browsers available on the internet,
its components such as its navigation history, cache, cookies and stuff. But then we will just focus on the
artifacts that are commonly used inside the classroom.
WE have animation, audio, cartoon, infographics, interactives, screencasts, slideshows and videos.

FIRST is animation. Animation is a method in which figures are manipulated to appear as moving


images. In traditional animation, images are drawn or painted by hand on transparent celluloid
sheets to be photographed and exhibited on film. Today, most animations are made with computer-
generated imagery. Computer animation can be very detailed 3D animation, while 2D computer
animation can be used for stylistic reasons, low bandwidth or faster real-time renderings. Other
common animation methods apply a stop motion technique to two and three-dimensional objects
like paper cutouts, puppets or clay figures. Animation is more pervasive than many people realize.
Apart from short films, feature films, television series, animated GIFs and other media dedicated to
the display of moving images, animation is also prevalent in video games, motion graphics, user
interfaces and visual effects.

SECOND is Audio. Audio most commonly refers to sound, as it is transmitted in signal form.

THIRD is cartoon. A cartoon is a type of illustration, sometimes animated, typically in a non-


realistic or semi-realistic style. The specific meaning has evolved over time, but the modern usage
usually refers to either: an image or series of images intended for satire, caricature, or humor; or a
motion picture that relies on a sequence of illustrations for its animation. Someone who creates
cartoons in the first sense is called a cartoonist,[1] and in the second sense they are usually called
an animator.
FOURTH is Infographic. Infographics (a clipped compound of "information" and "graphics")
are graphic visual representations of information, data, or knowledge intended to present information
quickly and clearly.[1][2] They can improve cognition by utilizing graphics to enhance the human visual
system's ability to see patterns and trends. Similar pursuits are information visualization, data
visualization, statistical graphics, information design, or information architecture. Infographics have
evolved in recent years to be for mass communication, and thus are designed with fewer
assumptions about the readers' knowledge base than other types of visualizations. [5] Isotypes are an
early example of infographics conveying information quickly and easily to the masses.

FIFTH is interactives. interactives involve actions or input of a user. A two-way electronic


communication that involves a user's orders or responses.

SIXTH is screencast. A screencast is a digital recording of computer screen output, also known as


a video screen capture or a screen recording, often containing audio narration. The
term screencast compares with the related term screenshot; whereas screenshot generates a single
picture of a computer screen, a screencast is essentially a movie of the changes over time that a
user sees on a computer screen, that can be enhanced with audio narration and captions.

SEVENTH is slideshow. A slide show is a presentation of a series of still images on a projection


screen or electronic display device, typically in a prearranged sequence. The changes may be
automatic and at regular intervals or they may be manually controlled by a presenter or the viewer.
Slide shows originally consisted of a series of individual photographic slides projected onto
a screen with a slide projector. 

AND the last one is the video. Video is an electronic medium for the recording, copying,
playback, broadcasting, and display of moving visual media.[1] Video was first developed
for mechanical television systems, which were quickly replaced by cathode ray tube systems which
were later replaced by flat panel displays of several types.Video systems vary in display
resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants
exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical
discs, computer files, and network streaming.

These mentioned artifacts are the most common forms of digital artifacts that are being used inside
the classroom to promote a more effective way of imparting knowledge.
But then, these artifacts should also be assessed. There are things that must be considered in
choosing the right artifact that an educator.
The first one is that the educator must consider the interest of the learners. Knowing their interest
can make a big difference since you will catch their attention and at the same time, they will be
learning while enjoying.
Second is that the content must be considered. Content must be appropriate in the learners’ age
group, content must be free of violence or any elements that may cloud the sanity of the learners.
Third is the relevance to the topic. Of course you don’t just use any artifact, you need to use
something that is related and relevant to the topic being discussed.
Fourth and the last one, is that moral and ethical aspects of the artifacts must put into priority. Moral
and ethical standards must be followed so that no issues and controversies may arise. The welfare
of the learners must be considered first before anything else.

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