Intellectual property rights are the legal rights an inventor or creator has over their own creations for a period of time. The work might be a book, song, photo, or video. It protects the owner by restricting how others can use their content.
It is important that students understand intellectual property rights. Many school assignments require online content to complete the task. This might take the form of researched information, images, or sound clips. How resources are included can make the difference between stealing or not.
Components of Intellectual Property Rights Management
The DQ Institute includes Intellectual Property Rights Management as part of their framework for digital intelligence. They propose that for people to thrive in a digital world they must have “the ability to understand and manage intellectual property rights (e.g. copyrights, trademarks, and patents) when using and creating content and technology” (source: Table 19 DQ Global Standards Report).
The DQ framework, outlines the knowledge, skills, and attitudes for competently respecting intellectual property rights. Students must be able to:
- understand legislation and rights around ownership and remixing of digital creations
- distinguish between creative use and appropriation of others’ work
- distinguish between digital creations that are free to legally download and those that require payment
- utilize strategies for protecting their own and others’ digital creations through a variety of tools and legislation
- track and manage changes in their own digital creations to protect assets from unauthorized use or alterations
- build trust, exhibit responsibility, and demonstrate respect by crediting others’ creations when appropriate
NOTE: This list is paraphrased. For exact wording refer to Table 19 in the DQ Global Standards Report.
Terms Related to Intellectual Property Rights Kids Need to Know
The DQ Institute outlines several terms related to intellectual property rights that students should know:
Digital Rights Management
DRM is the use of technology to protect the copyright of digital media assets and files. Permissions can prevent or limit whether a person can view, edit, share, save, copy, or print content. Restrictions may also include an expiration date or device limit. Students must understand that they should not circumvent protections put onto software or other files. If they do, it can put themselves and their school organization at risk for penalties.
Plagiarism is taking someone else’s work or idea and presenting it as one’s own. This is stealing. Students must understand the importance of rephrasing information into their own words. They also must know how to credit sources. To avoid the possibility of plagiarism, design learning opportunities that require synthesis of information to produce something original. For example, the task might be a poster, infographic, or timeline. It is advisable to include a submission of sources as part of the assignment. Not only will this demonstrate the credibility of student work, but it will also reinforce the need to cite sources of information.
Copyright is the legal right of the original creator to prohibit copying of their creative content without permission. This can include a photo, clip art image, sound effect, soundtrack, video, or website. The copyright right symbol © shows the content is protected. However, even without the symbol, the person who created the work owns the rights to it. Students need to understand that if they did not make the material, then it belongs to someone else. Sometimes a copyright holder will permit their work to be used by others. This often requires a link to the original content. Emphasize the need to verify if or how the content can be included in student work.
Fair use is permission to use copyrighted work without permission if it is “fair”. To be “fair” the person should not steal or try to take advantage of the creator’s efforts. In most cases, content can be used for criticism, comment, news reporting, teaching, or research. Fair use is easy to misinterpret. It is important to note that even if information or media is for educational purposes there is still a need to respect copyright. Always have students cite their sources, paraphrase text, reference direct quotes, and give credit to media creators.
A trademark is a recognizable word, phrase, symbol, or design that identifies a company, product, or brand. The trademark distinguishes it from others. Symbols show the type of trademark. TM is for goods, such as clothing, cosmetics, or beverages. SM is for services such as a law firm or ad agency. Trademark symbols can be difficult to notice because they appear in superscript™ ℠. A person, business, or organization can register a trademark in their country to give them exclusive use. This type of trademark uses a circled R as the symbol ®. A registered trademark is a way for students to identify a source as legitimate.
Creative Commons are licensing agreements that permit sharing and reusing content. This includes music, photographs, and information. All Creative Common licenses (CC) require giving the user credit for their original work. In addition, there can be other restrictions. Some licenses prohibit commercial use, limit sharing, or require adaptations to be under the identical terms. Material that is licensed as CC is an excellent resource for students. Teach them how to filter Internet search results by Usage Rights to locate Creative Common licensed content. Encourage students to follow the permissions outlined by the creator for acceptable use. Also, explain to students if they use CCO in their search term, they will locate material that is freely shared and has no copyright.
TechnoKids Supports Teaching Intellectual Property Rights
TechnoKids has many technology projects that introduce intellectual property rights and align to the DQ Global Standards. These include TechnoBiography that teaches the importance of citing references, TechnoRace that emphasizes the need credit the source of an image or sound clip, or TechnoEarth that practices paraphrasing techniques.
Haki za mali ya akili ni haki za kisheria ambazo mvumbuzi au muundaji ana juu ya uumbaji wake mwenyewe kwa kipindi cha muda. Kazi hiyo yaweza kuwa kitabu, wimbo, picha, au video. Inalinda mmiliki kwa kuzuia jinsi wengine wanavyoweza kutumia maudhui yao. Ni muhimu kwamba wanafunzi kuelewa haki za mali ya akili. Kazi nyingi za shule zinahitaji maudhui ya mtandaoni ili kukamilisha kazi hiyo. Hilo laweza kuwa habari zilizochunguzwa, picha, au vipindi vya sauti. Jinsi rasilimali zinavyojumuishwa yaweza kufanya tofauti kati ya kuiba au la. Usimamizi wa Haki za Ubora wa Akili (DQI) ni mfumo wa usimamizi wa haki za utajiri wa akili (IDM) unaoundwa na DQI. Wao kupendekeza kwamba kwa ajili ya watu kustawi katika ulimwengu digital wanapaswa kuwa na <unk>uwezo wa kuelewa na kusimamia haki za mali ya akili (kwa mfano. "Kutumia ""mfano"" wa bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa, bidhaa." Mfumo wa DQ, unaelezea maarifa, ujuzi, na mitazamo kwa heshima ya haki za mali ya akili. Wanafunzi wanapaswa kuwa na uwezo wa kuelewa sheria na haki zinazohusiana na umiliki na kurekebisha kazi za dijiti, kutofautisha kati ya matumizi ya ubunifu na matumizi ya kazi ya wengine, kutofautisha kati ya uumbaji wa dijiti ambao ni bure kupakuliwa kisheria na wale ambao wanahitaji malipo, kutumia mikakati ya kulinda uumbaji wao na wa wengine kupitia zana na sheria mbalimbali, kufuatilia na kusimamia mabadiliko katika uumbaji wao wa dijiti ili kulinda mali kutoka kwa matumizi yasiyoidhinishwa au mabadiliko, kujenga uaminifu, kuonyesha uwajibikaji, na kuonyesha heshima kwa kuashiria uumbaji wa wengine. Kwa maelezo zaidi, tazama orodha ya vifungu vya 19 na 19 katika ripoti ya DQ Global Standards. "Kama ilivyoelezwa hapo juu, ""DQ Institute"" inaelezea maneno kadhaa yanayohusiana na haki za mali miliki ambayo wanafunzi wanapaswa kujua: Usimamizi wa Haki za Dijiti (DRM) ni matumizi ya teknolojia kulinda haki za uchapaji za mali na faili za vyombo vya habari vya dijiti." Ruhusa zinaweza kuzuia au kupunguza kama mtu anaweza kuona, kuhariri, kushiriki, kuhifadhi, kunakili, au kuchapisha maudhui. Vizuizi pia vinaweza kujumuisha tarehe ya kumalizika au kikomo cha kifaa. Wanafunzi lazima waelewe kwamba hawapaswi kuepuka ulinzi uliowekwa kwenye programu au faili nyingine. Ikiwa watafanya hivyo, wanaweza kujiweka wenyewe na shirika lao la shule katika hatari ya adhabu. Ulaghai ni kuchukua kazi au wazo la mtu mwingine na kulitoa kama la mtu mwenyewe. Hii ni kuiba. Wanafunzi lazima waelewe umuhimu wa kutafsiri habari kwa maneno yao wenyewe. Pia ni lazima wajue jinsi ya kueleza chanzo cha habari. Ili kuepuka uwezekano wa plagiarism, kubuni fursa za kujifunza kwamba zinahitaji synthesis ya habari ya kuzalisha kitu ya awali. Kwa mfano, kazi hiyo yaweza kuwa bango, infographic, au mstari wa wakati. Ni vyema kujumuisha kuwasilishwa kwa vyanzo kama sehemu ya mgawo. Hii sio tu itaonyesha uaminifu wa kazi ya mwanafunzi, lakini pia itaimarisha haja ya kutaja vyanzo vya habari. Haki za uchapaji ni haki ya kisheria ya muundaji wa awali ya kupiga marufuku kunakili maudhui yao ya ubunifu bila ruhusa. Hii inaweza kujumuisha picha, picha ya sanaa ya kipande, athari ya sauti, sauti, video, au tovuti. Alama ya haki ya kunakili © inaonyesha maudhui yanalindwa. Hata hivyo, hata bila ishara hiyo, mtu aliyeumba kazi hiyo anamiliki haki zake. Wanafunzi wanapaswa kuelewa kwamba ikiwa hawakufanya vifaa hivyo, basi ni vya mtu mwingine. Nyakati nyingine mmiliki wa haki za uchapaji huruhusu kazi yake itumiwe na wengine. Hii mara nyingi inahitaji kiungo kwa maudhui ya awali. Sisitiza uhitaji wa kuthibitisha kama au jinsi maudhui yanaweza kuingizwa katika kazi ya mwanafunzi. Matumizi ya haki ni ruhusa ya kutumia kazi yenye hakimiliki bila ruhusa ikiwa ni "ya haki". Ili kuwa "mwenye haki" mtu hapaswi kuiba au kujaribu kutumia juhudi za muumba. Katika visa vingi, maudhui yanaweza kutumika kwa ukosoaji, maoni, ripoti za habari, kufundisha, au utafiti. Ni rahisi kutofautisha matumizi ya haki vibaya. Ni muhimu kutambua kwamba hata kama habari au vyombo vya habari ni kwa madhumuni ya elimu bado kuna haja ya kuheshimu hakimiliki. Sikuzote kuwa na wanafunzi kutaja vyanzo vyao, paraphrase maandishi, rejea nukuu moja kwa moja, na kutoa sifa kwa waundaji wa vyombo vya habari. Alama ya biashara ni neno, usemi, ishara, au muundo unaotambuliwa ambao hutambulisha kampuni, bidhaa, au chapa. Alama ya biashara humtofautisha na wengine. Ishara zinaonyesha aina ya alama ya biashara. TM ni bidhaa, kama vile nguo, vipodozi, au vinywaji. SM ni kwa ajili ya huduma kama vile kampuni ya sheria au shirika la matangazo. Alama za biashara zinaweza kuwa ngumu kuona kwa sababu zinaonekana katika superscript TM SM. Mtu, biashara, au shirika linaweza kusajili alama ya biashara katika nchi yao ili kuipa matumizi ya kipekee. Aina hii ya alama ya biashara hutumia R iliyozungukwa kama ishara ®. Alama ya biashara iliyosajiliwa ni njia ya wanafunzi kutambua chanzo kama halali. Creative Commons ni mikataba ya leseni ambayo inaruhusu kushiriki na kutumia tena maudhui. Hilo latia ndani muziki, picha, na habari. Leseni zote za Creative Commons (CC) zinahitaji kutoa mkopo kwa mtumiaji kwa kazi yao ya awali. Kwa kuongezea, kunaweza kuwa na vizuizi vingine. Baadhi ya leseni zinakataza matumizi ya kibiashara, kupunguza kushiriki, au zinahitaji marekebisho kuwa chini ya masharti sawa. Vifaa ambavyo vimeidhinishwa kama CC ni rasilimali bora kwa wanafunzi. Wafundishe jinsi ya kuchuja matokeo ya utafutaji wa mtandao kwa Haki za Matumizi ili kupata maudhui ya Creative Common yenye leseni. Washauri wanafunzi kufuata ruhusa zilizoelezwa na muundaji kwa matumizi yanayokubalika. Pia, waeleze wanafunzi kwamba ikiwa watatumia CCO katika neno lao la utafutaji, watapata nyenzo ambazo zinashirikiwa kwa uhuru na hazina hati miliki. TechnoKids inasaidia kufundisha Haki za Umiliki wa Akili TechnoKids ina miradi mingi ya teknolojia ambayo huanzisha haki za umiliki wa akili na kuendana na Viwango vya DQ Global. TechnoBiography ni mfululizo wa vitabu vinavyofundisha umuhimu wa kutaja marejeo, TechnoRace inasisitiza umuhimu wa kutoa sifa kwa chanzo cha picha au kipande cha sauti, au TechnoEarth ambayo inafanya mazoezi ya mbinu za kutafsiri.