March-Conference+Sites+Report

Copyright: Fair Use in Education from FETC 2010 Fair use of copyrighted material has been a long debated question. When evaluating the fair use of copyrighted material, one must considered four areas—purpose (not for profit versus commercial), nature (is the original material being changed), amount and extent of the material used (quantity and quality), and the effect of using the material on the value of and market for the copyrighted material. One simple question to ask to determine the fair use of copyrighted material is, “Is the reproduced material serving the same function as the original material?” If the answer is yes, then reproducing violates fair use. [|Copyright] by Gary H. Becker

[|The Code of Best Practicies for Fair Use for Media Literacy Education]

Teaching with the Nintendo Wii from MACE 2009 Much research has shown the effectiveness of games for learning. Christina Gawlik outlines a scientific experiment using Nintendo Wii Sports that addresses multiple standards as defined by the National Council of Teachers of Mathematics (NCTM). Using bowling on Nintendo Wii Sports students create a research question, do background research on the question, generate a hypothesis, design an experiment, perform the experiment, analyze and draw conclusions from the data, communicate with others the results, and discuss further implications for the research. A sample research question might include, “Do boys throw more strikes than girls?” Students are also able to research virtual versus non-virtual results. The NCTM standards include problem solving, reasoning and proof, communication, connections, and representations. Teachers can use the Nintendo Wii to teach 21st Century skills. [|Nintendo Wii] by Christina Gawlik