Day 10 - Intellectual Property
Day 10: Intellectual Property
Learning Objectives
- IOC-1.I: Explain how the use of computing can raise legal and ethical concerns.
Essential Questions
- What is intellectual property and how does it apply to computing?
- How do copyright, patents, and licenses affect the use and creation of digital content?
- What are the trade-offs between intellectual property protection and open access?
Materials Needed
- Presentation slides on intellectual property concepts
- Intellectual property case study handouts
- License comparison chart
- Digital content usage guide template
- Exit ticket templates
Vocabulary
- Intellectual property
- Copyright
- Patent
- Trademark
- License
- Fair use
- Open source
- Creative Commons
- Public domain
- Digital rights management (DRM)
Procedure (50 minutes)
Opening (8 minutes)
-
Review and Connection (3 minutes)
- Review ethical concerns from previous lesson
- Connect to today's focus on intellectual property in computing
-
Warm-up Activity (5 minutes)
- Display several digital artifacts (image, code snippet, music file, app interface)
- Ask students: "Who owns this? What can you legally do with it?"
- Discuss initial responses
- Introduce intellectual property as a framework for answering these questions
Main Activities (32 minutes)
-
Lecture: Intellectual Property Concepts (12 minutes)
- Define intellectual property as creations of the mind that have legal protections
- Explain different types of intellectual property protection:
- Copyright: Creative works (text, images, music, software)
- Patents: Inventions and processes
- Trademarks: Brands, logos, and identifiers
- Trade secrets: Confidential business information
- Focus on copyright as most relevant to digital content:
- What copyright protects
- Duration of protection
- Rights granted to creators
- Fair use exceptions
- International aspects
- Explain how intellectual property applies to computing:
- Software copyright and patents
- Digital media rights
- User-generated content
- Algorithms and methods
- Discuss licensing as a way to grant permissions:
- Proprietary licenses
- Open source licenses
- Creative Commons licenses
- Public domain
-
Exploration: Copyright, Patents, Trademarks, and Licenses (10 minutes)
- Divide class into four groups
- Assign each group one aspect of intellectual property:
- Group 1: Copyright in software and digital media
- Group 2: Patents in computing
- Group 3: Trademarks in technology
- Group 4: Software licensing models
- Groups research their assigned topic and prepare a brief presentation
- Each group presents key points about their topic
- Create a class reference chart of intellectual property types
-
Case Studies: Intellectual Property Disputes in Technology (10 minutes)
- Present 2-3 case studies of intellectual property disputes in technology:
- Software patent litigation
- Open source license violation
- Digital media copyright infringement
- API copyright case
- For each case, analyze:
- What was the intellectual property issue?
- Who were the parties involved?
- What was the outcome?
- What precedent did it set?
- What broader implications resulted?
- Connect cases to relevant intellectual property principles
- Discuss how these cases have shaped computing practices
- Present 2-3 case studies of intellectual property disputes in technology:
Closing (10 minutes)
-
Discussion: Open Source vs. Proprietary Software (5 minutes)
- Compare open source and proprietary software models:
- Development approach
- Business models
- User rights and restrictions
- Community involvement
- Innovation patterns
- Discuss the trade-offs between intellectual property protection and openness
- Explore how different models serve different purposes
- Consider the role of open source in modern software development
- Compare open source and proprietary software models:
-
Exit Ticket: Digital Intellectual Property Guide (5 minutes)
- Students begin creating a guide for proper use of digital intellectual property
- Guide should include:
- How to identify copyrighted content
- How to determine what uses are permitted
- How to properly attribute sources
- How to find and use open-licensed content
- How to protect one's own intellectual property
- Students will complete the guide as homework
- Collect initial drafts before students leave
Assessment
- Formative: Quality of participation in intellectual property exploration and case studies
- Exit Ticket: Accuracy and completeness of digital intellectual property guide
Differentiation
For Advanced Students
- Ask them to analyze more complex intellectual property cases
- Have them compare intellectual property laws across different countries
- Challenge them to develop an intellectual property strategy for a software project
For Struggling Students
- Focus on more basic intellectual property concepts
- Provide a structured template for the intellectual property guide
- Use more concrete examples and visual aids
Homework/Extension
- Complete the digital intellectual property guide
- Research an intellectual property dispute in technology
- Analyze the license terms of a familiar software application
Teacher Notes
- Clarify that you're not providing legal advice, just educational information
- Use current examples that students will recognize
- Make connections to students' experiences as content creators and users
- Consider inviting a legal professional with IP expertise as a guest speaker
- This concludes Week 2 of the unit