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Ethics & Games:
Sherry Jones
Philosophy & Game Studies
Twitter @autnes
The Talos Principle
About this Presentation
This presentation was featured at the International Society for Technology in
Education (ISTE) Games and Simulations Network live webcast on Feb. 25, 2018.
The live webcast video was recorded and made available on Youtube, as well as
made available in this presentation.
Please feel free to watch the video while exploring the presentation.
Recorded Live Webcast
What is The Talos Principle ?
First Person (Philosophical) Puzzle Game
❖ The Talos Principle (2014, 2015, 2017) is a first person puzzle game
by Croteam, with game narrative written by Tom Jubert and Jonas
Kyratzes, writers of the famous Serious Sam series.
❖ Released on MS Windows, OS X, Linux, Android, iOS, Playstation 4.
❖ Gameplay involves solving logic puzzles to access different parts of a
world. Some puzzles require evasion from enemies, and forming
connections between puzzle pieces to enter blocked areas.
❖ Game goal is to discover one’s (the player’s ) purpose in this world.
Player’s Conundrum: Lack of Personal Context
❖ When The Talos Principle begins, the player is immediately greeted by
the voice of Elohim, an invisible entity that guides the player.
❖ The player is told that there are multiple worlds to explore, and that
the player’s purpose is to solve the puzzles in the worlds.
❖ The player does not know the purpose for solving the puzzles, other
than that the puzzles are designed to be enjoyable.
❖ The player also does not know why he/she is present in this world. No
personal context is provided.
About the Game Narrative
❖ Originally, the Croteam only made a puzzle game, with no game
narrative to accompany the puzzle.
❖ Croteam later invited Tom Jubert and Jonas Kyratzes to write the
game narrative; using philosophical theories, the writers created a
narrative design that justified the player’s need to solve the game’s
complex puzzles (guiding the player with philosophical questions).
❖ Moments of ludonarrative dissonance sometimes occur between the
puzzles’ rationale and the narrative’s rationale in The Talos Principle.
Game Narrative Inspired by Philosophy, Greek &
Egyptian Mythology, Transhumanism & Posthumanism
Influences: Greek Myth of Talos
❖ Talos (Crete term is equivalent to Greek term, Helios, the sun) - An
automaton, made of bronze, who was possibly created by Zeus, the
God of the sky and the ruler over all gods and demigods. As the
warder of the island of Crete, Talos ran around the island 3 times a
day to protect the island from intruders.
❖ Talos possessed human like intelligence, but not a human body.
Source: “Death of Talos” from
Carlos Parada and Maicur Forlag
Influences: Transhumanism and Posthumanism
❖ Transhumanism (1923) - An ideology that promotes overcoming
human limitations (in both intellect and physiology) with technology.
Some scholars classify transhumanism as a theory of
posthumanism.
❖ Posthumanism (late 20th c.) - A philosophy that examines the nature
of the human condition through contemporary technological and
scientific knowledge. The changing definition of “what it is to be a
human” warrants modification to ethics.
❖ Posthuman - A version of human that has overcome human
intellectual and physical limitations, but may not be intelligible to us.
Influences: Phenomenology of Thought
❖ Central to the narrative of The Talos Principle is an “Institute of
Applied Noematics.” The word “noema” has a deep, philosophical
root.
❖ Noema (Greek) - The word stands for “idea” or “thought.”
❖ Philosopher Edmund Husserl uses “noema” to refer to the object or
content of thought; in Husserl’s phenomenology, all intentional acts
contain content of objects from the physical world. In other words, a
thought (from subjective realm) cannot occur without a referent (from
physical realm). One cannot form thoughts in a vacuum. This view
answers the mind-body distinction problem in philosophy.
Game Characters
Characters Who Affect Game Events
❖ Elohim (aka EL-O:HIM) - An invisible authority figure who guides the
player throughout the game; he speaks to the player whenever he
wishes.
❖ The Serpent - A character who may or may not have been intended to
appear in the game; the character may be a game anomaly.
❖ Dr. Arkady Chernyshevsky - A nobel prize honored technologist who
serves as the head of the Institute of Applied Noematics project.
Elohim Advises the Player
Game Storyworld
The Hall of 7 Worlds
Entrance to World 6
A Puzzle World: World 1
A Puzzle World: Greek Architecture
A Puzzle World: Cliffs
A Puzzle World: Ocean (Edge)
The Tower
Worlds at the Tower
Game Mechanics
Sigil
Sigil Signs
Lock that Requires Sigils to Unlock
Star (Blocked Behind an Energy Wall)
Jammer
Bomb
Buzzer
Reflector
Receiver (Activated by Beam from Reflector)
Reflectors and Receivers (Beam Color Matters)
Turret
Hexahedron
Terminal (Metadiegetic Narrative Device)
Paint Bucket
Message (Made with Paint)
Game Rhetoric: Meaning and Purpose
Elohim’s Speech on the Nature of the World 1 of 5
Elohim’s Speech on the Nature of the World 2 of 5
Elohim’s Speech on the Nature of the World 3 of 5
Elohim’s Speech on the Nature of the World 4 of 5
Elohim’s Speech on the Nature of the World 5 of 5
Elohim’s Speech on Eternal Life 1 of 5
Elohim’s Speech on Eternal Life 2 of 5
Elohim’s Speech on Eternal Life 3 of 5
Elohim’s Speech on Eternal Life 4 of 5
Elohim’s Speech on Eternal Life 5 of 5
Game Rhetoric: What Is a Human?
Psychometric
Profile
Certification
Test Part 1-1
Psychometric
Profile
Certification
Test Part 1-2
Psychometric
Profile
Certification
Test Part 1-3
Psychometric
Profile
Certification
Test Part 2-1
Psychometric
Profile
Certification
Test Part 2-2
Test Results:
Psychological
Profile
Test Results:
Conflicts
Test Results:
Denial
Game Rhetoric: Purpose of Life Is to Solve Puzzles
One’s Purpose Is to Obtain Sigils
The Extent of One’s Reality Is the World of Puzzles
Enlightenment Is To Accept the Reality of Puzzles
Game Rhetoric: Obey Authority (Do Not Ascend)
Do Not Visit the Tower (Listen to Elohim)
The Tower Should Be Feared (Listen to Elohim)
Do Not Ascend the Tower (Listen to Elohim)
Game Rhetoric: Do Not Accept Chaos (Serpent)
(Serpent’s) Voice is a Distortion
(Serpent’s) Voice Will Undermine the World
Serpent Speaks Blasphemy
Serpent Speaks with a Female Voice
Stop Talking to Me, Serpent!
Game Rhetoric: Reality May Not Be As It Seems
Parts of the World Seems Impossible
Suspicion of Reality
Space Is Not Real
Naming Function Error (Revealing Algorithm Error)
Child Program Fail (Revealing Algorithm Error)
Nanosleep NULL Sign (Revealing Algorithm Error)
Vegetation Shader Sign (Revealing Design Talk)
Game Secrets Revealed!: Who Are You?
Secret: The World is a Program Filled With Bots
Secret: AIs Were Messaging You
Secret: Here is The Shepherd, an AI
Secret: You (the Player) Are an AI Too!
Secret: Messages (Are Painted on Walls by AIs)
Secret: You (the Player) Are Painting a Message!
Secrets Revealed: Reality (Context) is Designed
Extended
Lifespan Project
by
Dr. Arkady
Chernyshevsky
Extended
Lifespan
Project Design
Team
Designing the
“Turing Test”
for Bots
1 of 2
Designing the
“Turing Test”
for Bots
2 of 2
HIM (Holistic
(Integration
Manager):
Birth of EL-
O:HIM
Design Context: Greek Myths and Philosophy
Tale of
Automatons
1 of 2
Tale of
Automatons
2 of 2
The Talos
Principle:
Inescapable
Materiality of
Life
Cicero on
Immortality
Design Context: Egyptian Myths
Book of
Osiris:
Human’s Ka
and Ba
Design Problems: What is an AI?
What Is It
Like to be
an AI?
Debate on AI
Citizenship
1 of 2
Debate on AI
Citizenship
2 of 2
Game Conclusion (Spoilers Ahead!)
The Purpose of Solving the Puzzles
❖ EL-O:HIM is a program created by the “Institute of Applied
Noematics” to generate and run AIs, and to test the AIs’ ability to
become sentient and develop free will.
❖ Sentience (capacity to feel) involves becoming able to sense the
world and have subjective experiences.
❖ Free will involves making choices while being able to resist external
temptations.
❖ The AIs are to solve the puzzles to obtain sigils (particular the “grey”
sigil) to be able to access the 6th floor of the Tower.
Develop the Free Will to Resist Elohim
❖ Although Elohim has explicitly warned the AIs to not ascend the
tower, the AIs are supposed to not feel compelled by Elohim’s
commands (or the Serpent’s sways), and ascend the Tower with their
own free will.
❖ Many AIs have failed to reach the top of the Tower, and each time an
AI fails to do so, Elohim would “reboot” the AI to restart the program
again to replay the puzzles.
❖ The AI that can reach the top of the Tower on its own would be
uploaded to a physical, android body, and be able to explore the
physical world.
Continuing Life as a “Posthuman”
❖ The ending of the game reveals that all human beings have been
wiped out due to viruses released from the permafrost when global
warming occurred.
❖ Prior to death, the Institute of Applied Noematics stored all human
knowledge in the program, EL-O:HIM, in hope that the program would
one day generate an AI, equipped with all human knowledge, can
developed the free will to continue existence as a “posthuman.”
❖ Immortality, in this sense, is granted to collective human knowledge,
not consciousness.
Applying Philosophy
and Ethics of
Determinism to
Examine the Game,
The Talos Principle
What is Determinism?
❖ Determinism is a philosophy that all events in the universe have
cause and effect relationships, and that occurrences of events are
determined by causality. Many theories (with varying views on
causality) are derived from this philosophy.
❖ The most extreme version of determinism is hard determinism, which
renders free will, as well as ethics, impossible.
❖ The mind vs. body distinction poses a problem for determinism.
❖ Let’s examine the different theories to understand how determinism
can be applied to the analysis of The Talos Principle.
Types of Determinism (1 of 2)
❖ Hard (or Scientific) Determinism - Both physical and mental events
have a cause. All choices we make are determined by causes, and are
not of free will. Some choices are epiphenomena, that of which have
no influence on events. Free will and chance are not possible.
❖ Soft Determinism (Compatibilism) - Physical events have a cause, but
mental events do not. Mental events (decisions) pose no effects on
the physical world. Free will to make mental choices is possible.
❖ Predeterminism - God is the primum mobile (first mover) of a hard
deterministic universe. God determines causality of both physical and
mental events. Free will, miracle, and chance are not possible.
Types of Determinism (2 of 2)
❖ Indeterminism - Denies that all events are determined by causality.
Accepts the possibility of chaos occurring in the universe. Free will
and chance are possible.
❖ Fatalism - Some events are determined prior to the causal chain in
motion. Those events will be fated to occur regardless of cause or
chance events. It is possible, however, to make a choice to avoid
indefinite events. Free will and chance are possible.
❖ Free Will - Some of our choices are free from causes, but can still
produce effects. This view is problematic as it gives us no way of
tracing the root of our behavior.
Hard Determinism and Ethics
❖ Morality Is Not Possible:
➢ Free will is required to make moral or immoral choices.
➢ In a hard deterministic universe, all events (mental and physical)
are caused, leaving no chance to occur.
➢ Since free will is not possible, morality is not possible.
❖ Ethics Is Not Possible: We cannot set forth a set of rules to govern
behaviors when behaviors are determined by causality, and that we
have no control or responsibility over our own behaviors.
Mind-Body Distinction and the “Soul”
❖ The mind-body distinction is a philosophical problem that questions
whether the mind can influence the body, or vice versa.
➢ The body can be compelled by external events to act.
➢ The mind can be compelled to think in certain ways based on
wants and desires.
➢ Since we can be compelled or coerced by internal and external
forces to act, such as desires, environmental forces, and
genetics, how can we have free will?
❖ Some philosophers suggest that a “soul,” which is free from but pilots
the mind and body, affords humans the free will to resist. In modern
philosophy, the soul is defined as consciousness.
Religious
Context:
Hell is Where
the Mind is
Free
Religious
Context:
Hell Corrupts
Mind-Body
Distinction
Question about the AI (the Player)
❖ Q. Consider the ending of The Talos Principle. How would
a Compatibilist (Soft Determinist) vs. an Indeterminist
interpret whether or not the AI has achieved true, free will?
❖ Q. For the AI to be able to resist coercion from Elohim and
temptation from the Serpent, it needs to develop free will.
Did the AI ever develop consciousness to develop free
will? Of what, exactly, is the AI conscious?
Presentation by:
Sherry Jones
Philosophy & Game Studies SME Lecturer,
Rocky Mountain College of Art & Design
ISTE Games and Simulations Network Leader
http://about.me/sherryjones
Twitter @autnes
sherryjones.edtech@gmail.com

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"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)

  • 1. Ethics & Games: Sherry Jones Philosophy & Game Studies Twitter @autnes The Talos Principle
  • 2. About this Presentation This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Feb. 25, 2018. The live webcast video was recorded and made available on Youtube, as well as made available in this presentation. Please feel free to watch the video while exploring the presentation.
  • 4. What is The Talos Principle ?
  • 5. First Person (Philosophical) Puzzle Game ❖ The Talos Principle (2014, 2015, 2017) is a first person puzzle game by Croteam, with game narrative written by Tom Jubert and Jonas Kyratzes, writers of the famous Serious Sam series. ❖ Released on MS Windows, OS X, Linux, Android, iOS, Playstation 4. ❖ Gameplay involves solving logic puzzles to access different parts of a world. Some puzzles require evasion from enemies, and forming connections between puzzle pieces to enter blocked areas. ❖ Game goal is to discover one’s (the player’s ) purpose in this world.
  • 6. Player’s Conundrum: Lack of Personal Context ❖ When The Talos Principle begins, the player is immediately greeted by the voice of Elohim, an invisible entity that guides the player. ❖ The player is told that there are multiple worlds to explore, and that the player’s purpose is to solve the puzzles in the worlds. ❖ The player does not know the purpose for solving the puzzles, other than that the puzzles are designed to be enjoyable. ❖ The player also does not know why he/she is present in this world. No personal context is provided.
  • 7. About the Game Narrative ❖ Originally, the Croteam only made a puzzle game, with no game narrative to accompany the puzzle. ❖ Croteam later invited Tom Jubert and Jonas Kyratzes to write the game narrative; using philosophical theories, the writers created a narrative design that justified the player’s need to solve the game’s complex puzzles (guiding the player with philosophical questions). ❖ Moments of ludonarrative dissonance sometimes occur between the puzzles’ rationale and the narrative’s rationale in The Talos Principle.
  • 8. Game Narrative Inspired by Philosophy, Greek & Egyptian Mythology, Transhumanism & Posthumanism
  • 9. Influences: Greek Myth of Talos ❖ Talos (Crete term is equivalent to Greek term, Helios, the sun) - An automaton, made of bronze, who was possibly created by Zeus, the God of the sky and the ruler over all gods and demigods. As the warder of the island of Crete, Talos ran around the island 3 times a day to protect the island from intruders. ❖ Talos possessed human like intelligence, but not a human body.
  • 10. Source: “Death of Talos” from Carlos Parada and Maicur Forlag
  • 11. Influences: Transhumanism and Posthumanism ❖ Transhumanism (1923) - An ideology that promotes overcoming human limitations (in both intellect and physiology) with technology. Some scholars classify transhumanism as a theory of posthumanism. ❖ Posthumanism (late 20th c.) - A philosophy that examines the nature of the human condition through contemporary technological and scientific knowledge. The changing definition of “what it is to be a human” warrants modification to ethics. ❖ Posthuman - A version of human that has overcome human intellectual and physical limitations, but may not be intelligible to us.
  • 12. Influences: Phenomenology of Thought ❖ Central to the narrative of The Talos Principle is an “Institute of Applied Noematics.” The word “noema” has a deep, philosophical root. ❖ Noema (Greek) - The word stands for “idea” or “thought.” ❖ Philosopher Edmund Husserl uses “noema” to refer to the object or content of thought; in Husserl’s phenomenology, all intentional acts contain content of objects from the physical world. In other words, a thought (from subjective realm) cannot occur without a referent (from physical realm). One cannot form thoughts in a vacuum. This view answers the mind-body distinction problem in philosophy.
  • 14. Characters Who Affect Game Events ❖ Elohim (aka EL-O:HIM) - An invisible authority figure who guides the player throughout the game; he speaks to the player whenever he wishes. ❖ The Serpent - A character who may or may not have been intended to appear in the game; the character may be a game anomaly. ❖ Dr. Arkady Chernyshevsky - A nobel prize honored technologist who serves as the head of the Institute of Applied Noematics project.
  • 17. The Hall of 7 Worlds
  • 19. A Puzzle World: World 1
  • 20. A Puzzle World: Greek Architecture
  • 21. A Puzzle World: Cliffs
  • 22. A Puzzle World: Ocean (Edge)
  • 24. Worlds at the Tower
  • 26. Sigil
  • 28. Lock that Requires Sigils to Unlock
  • 29. Star (Blocked Behind an Energy Wall)
  • 31. Bomb
  • 34. Receiver (Activated by Beam from Reflector)
  • 35. Reflectors and Receivers (Beam Color Matters)
  • 41. Game Rhetoric: Meaning and Purpose
  • 42. Elohim’s Speech on the Nature of the World 1 of 5
  • 43. Elohim’s Speech on the Nature of the World 2 of 5
  • 44. Elohim’s Speech on the Nature of the World 3 of 5
  • 45. Elohim’s Speech on the Nature of the World 4 of 5
  • 46. Elohim’s Speech on the Nature of the World 5 of 5
  • 47. Elohim’s Speech on Eternal Life 1 of 5
  • 48. Elohim’s Speech on Eternal Life 2 of 5
  • 49. Elohim’s Speech on Eternal Life 3 of 5
  • 50. Elohim’s Speech on Eternal Life 4 of 5
  • 51. Elohim’s Speech on Eternal Life 5 of 5
  • 52. Game Rhetoric: What Is a Human?
  • 61. Game Rhetoric: Purpose of Life Is to Solve Puzzles
  • 62. One’s Purpose Is to Obtain Sigils
  • 63. The Extent of One’s Reality Is the World of Puzzles
  • 64. Enlightenment Is To Accept the Reality of Puzzles
  • 65. Game Rhetoric: Obey Authority (Do Not Ascend)
  • 66. Do Not Visit the Tower (Listen to Elohim)
  • 67. The Tower Should Be Feared (Listen to Elohim)
  • 68. Do Not Ascend the Tower (Listen to Elohim)
  • 69. Game Rhetoric: Do Not Accept Chaos (Serpent)
  • 70. (Serpent’s) Voice is a Distortion
  • 71. (Serpent’s) Voice Will Undermine the World
  • 73. Serpent Speaks with a Female Voice
  • 74. Stop Talking to Me, Serpent!
  • 75. Game Rhetoric: Reality May Not Be As It Seems
  • 76. Parts of the World Seems Impossible
  • 78. Space Is Not Real
  • 79. Naming Function Error (Revealing Algorithm Error)
  • 80. Child Program Fail (Revealing Algorithm Error)
  • 81. Nanosleep NULL Sign (Revealing Algorithm Error)
  • 82. Vegetation Shader Sign (Revealing Design Talk)
  • 83. Game Secrets Revealed!: Who Are You?
  • 84. Secret: The World is a Program Filled With Bots
  • 85. Secret: AIs Were Messaging You
  • 86. Secret: Here is The Shepherd, an AI
  • 87. Secret: You (the Player) Are an AI Too!
  • 88. Secret: Messages (Are Painted on Walls by AIs)
  • 89. Secret: You (the Player) Are Painting a Message!
  • 90. Secrets Revealed: Reality (Context) is Designed
  • 96. Design Context: Greek Myths and Philosophy
  • 103. Design Problems: What is an AI?
  • 104. What Is It Like to be an AI?
  • 108. The Purpose of Solving the Puzzles ❖ EL-O:HIM is a program created by the “Institute of Applied Noematics” to generate and run AIs, and to test the AIs’ ability to become sentient and develop free will. ❖ Sentience (capacity to feel) involves becoming able to sense the world and have subjective experiences. ❖ Free will involves making choices while being able to resist external temptations. ❖ The AIs are to solve the puzzles to obtain sigils (particular the “grey” sigil) to be able to access the 6th floor of the Tower.
  • 109. Develop the Free Will to Resist Elohim ❖ Although Elohim has explicitly warned the AIs to not ascend the tower, the AIs are supposed to not feel compelled by Elohim’s commands (or the Serpent’s sways), and ascend the Tower with their own free will. ❖ Many AIs have failed to reach the top of the Tower, and each time an AI fails to do so, Elohim would “reboot” the AI to restart the program again to replay the puzzles. ❖ The AI that can reach the top of the Tower on its own would be uploaded to a physical, android body, and be able to explore the physical world.
  • 110. Continuing Life as a “Posthuman” ❖ The ending of the game reveals that all human beings have been wiped out due to viruses released from the permafrost when global warming occurred. ❖ Prior to death, the Institute of Applied Noematics stored all human knowledge in the program, EL-O:HIM, in hope that the program would one day generate an AI, equipped with all human knowledge, can developed the free will to continue existence as a “posthuman.” ❖ Immortality, in this sense, is granted to collective human knowledge, not consciousness.
  • 111. Applying Philosophy and Ethics of Determinism to Examine the Game, The Talos Principle
  • 112. What is Determinism? ❖ Determinism is a philosophy that all events in the universe have cause and effect relationships, and that occurrences of events are determined by causality. Many theories (with varying views on causality) are derived from this philosophy. ❖ The most extreme version of determinism is hard determinism, which renders free will, as well as ethics, impossible. ❖ The mind vs. body distinction poses a problem for determinism. ❖ Let’s examine the different theories to understand how determinism can be applied to the analysis of The Talos Principle.
  • 113. Types of Determinism (1 of 2) ❖ Hard (or Scientific) Determinism - Both physical and mental events have a cause. All choices we make are determined by causes, and are not of free will. Some choices are epiphenomena, that of which have no influence on events. Free will and chance are not possible. ❖ Soft Determinism (Compatibilism) - Physical events have a cause, but mental events do not. Mental events (decisions) pose no effects on the physical world. Free will to make mental choices is possible. ❖ Predeterminism - God is the primum mobile (first mover) of a hard deterministic universe. God determines causality of both physical and mental events. Free will, miracle, and chance are not possible.
  • 114. Types of Determinism (2 of 2) ❖ Indeterminism - Denies that all events are determined by causality. Accepts the possibility of chaos occurring in the universe. Free will and chance are possible. ❖ Fatalism - Some events are determined prior to the causal chain in motion. Those events will be fated to occur regardless of cause or chance events. It is possible, however, to make a choice to avoid indefinite events. Free will and chance are possible. ❖ Free Will - Some of our choices are free from causes, but can still produce effects. This view is problematic as it gives us no way of tracing the root of our behavior.
  • 115. Hard Determinism and Ethics ❖ Morality Is Not Possible: ➢ Free will is required to make moral or immoral choices. ➢ In a hard deterministic universe, all events (mental and physical) are caused, leaving no chance to occur. ➢ Since free will is not possible, morality is not possible. ❖ Ethics Is Not Possible: We cannot set forth a set of rules to govern behaviors when behaviors are determined by causality, and that we have no control or responsibility over our own behaviors.
  • 116. Mind-Body Distinction and the “Soul” ❖ The mind-body distinction is a philosophical problem that questions whether the mind can influence the body, or vice versa. ➢ The body can be compelled by external events to act. ➢ The mind can be compelled to think in certain ways based on wants and desires. ➢ Since we can be compelled or coerced by internal and external forces to act, such as desires, environmental forces, and genetics, how can we have free will? ❖ Some philosophers suggest that a “soul,” which is free from but pilots the mind and body, affords humans the free will to resist. In modern philosophy, the soul is defined as consciousness.
  • 119. Question about the AI (the Player) ❖ Q. Consider the ending of The Talos Principle. How would a Compatibilist (Soft Determinist) vs. an Indeterminist interpret whether or not the AI has achieved true, free will? ❖ Q. For the AI to be able to resist coercion from Elohim and temptation from the Serpent, it needs to develop free will. Did the AI ever develop consciousness to develop free will? Of what, exactly, is the AI conscious?
  • 120. Presentation by: Sherry Jones Philosophy & Game Studies SME Lecturer, Rocky Mountain College of Art & Design ISTE Games and Simulations Network Leader http://about.me/sherryjones Twitter @autnes sherryjones.edtech@gmail.com