You already know how much of your day runs through apps, posts and shared files. Today the question is sharper: when you reuse something you found online, when is that fair, and when is it taking someone else's work?
You will sort everyday reuse cases into clear categories, then try a grey case where both sides have a real argument. By the end you should be able to say, in your own words, when it is fair to reuse someone's work.

Before you sort, hold this four-check frame for every reuse decision:
Not every case has one neat label. Some are clear. Some are grey. Your job is to reason, not to recite a rule.
Work the interactive activity on the board together. For each invented situation, drag it into the bucket that fits best:
Permission and credit are not the same. When you pick the middle bucket, say which one would fix the card. If a quick ask would help but the use is already a full public or commercial copy, prefer Plagiarism or infringement.
After each drop, be ready to say why, using the frame: who made it, how much is taken, what it is used for, and whether the source is honest.
There is a defensible home for each card, but if your group disagrees, say what would make you move it. Talking the placement through is the point of the sort.
Now the whole class plays the rest, on your own devices.
Join with the code on the board. Everyone answers every round, not one person per table, and you can change your answer until the time is up. You also say how sure you are: just checking, fairly sure, or certain. The class's split appears on the board once the round closes, then the reasoning.
Getting it right matters less than being able to say why. A right answer earns what you staked and a wrong one loses it, so being unsure and saying so costs you very little - being certain and wrong is what costs. Every round has a defensible answer, and the reasoning behind it is what you are here for.
Now try a case that does not sort cleanly. Work as a class tribunal. Sides are already on the board as you start.
Jamie makes a 90-second school project video reviewing a new game. Jamie records 25 seconds of their own gameplay, talks over it with praise and criticism in their own words, and shares the video only on the class learning platform. Nobody is paid. The game company's logo is visible in the footage.
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