November 23, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "Game-Based Learning & Gamified Learning."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...Sherry Jones
November 9, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "The Gamer Identity, Representations of Gender and Race in Games."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
A brief introduction to some of the issues around ethics in Virtual and Augmented Reality. For developers and users, what are the ethical issues around the business, commercial and entertainment uses of VR/AR?
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
"The Gamer Identity and Representations of Gender and Race in Games" by Sherr...Sherry Jones
November 9, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "The Gamer Identity, Representations of Gender and Race in Games."
Interested in joining fellow educators to learn more about gaming in education? Access the free book club here:
Metagame Book Club
http://bit.ly/metagamebookclub
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...Sherry Jones
Aug. 6, 2015 - This presentation is co-created by Sherry Jones and Kae Novak for the 2015 Colorado Learning and Teaching with Technology Conference.
This presentation details the origin, the development, and the future of the Metagame Book Club (http://bit.ly/metagamebookclub), an open club offered to K-20 educators to study academic works and popular literature on game studies, game-based learning, gamification (i.e. gamified learning), and the future of gaming. Book club participants also play games, such as War of Warcraft, Minecraft, Google's Ingress, and many more titles to support their teaching practices as "gaming pracademics."
Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.
Many believe Big Data is a brand new phenomenon. It isn't, it is part of an evolution that reaches far back history. Here are some of the key milestones in this development.
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.
Many believe Big Data is a brand new phenomenon. It isn't, it is part of an evolution that reaches far back history. Here are some of the key milestones in this development.
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
VWBPE 2009 presentation on Teaching in Virtual Worlds: Identity and Culture by Dr. Cynthia Calongne, March 29, 2009. Visit http://vwbpe.org and http://wiki.vwbpe.org/index.php?title=Schedule for more information.
Why Second Life Can't Tip: The Power and Perils of Living La Vida LudicGlobal Kids
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
"While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group."
It is highly recommended to not just view the images but download and view with full notes. It's rather dense.
In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video.
Enjoy.
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
Similar to "Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014) (20)
Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial La...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/playexperiment
Session Abstract:
"In this keynote, Sherry introduces Confucian ethics and Detention (2017, 2018), a first person role-playing survival horror game developed and published by Red Candle Games. The game story is inspired by the actual history of Taiwan in the 1960s, when the Taiwanese government suppressed its citizens using martial law during the "White Terror" period. The game protagonists, Wei and Ray, wake up in an empty school and attempt to leave the school, while encountering a series of horrific events. The keynote will explore the themes of mass surveillance; suppressing speech; anti-intellectualism; anti-communism; banning of books; education as means of social control; government oppression; government corruption; informing the government/snitching on neighbors; unjust imprisonment; authoritarianism; martial law; rebellion; retribution; karma; and guilt."
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/oerblockchain
Session Abstract:
"OER is a progressive product that signals the decentralization of education and academic publishing, and thus supports educators' academic freedom to create innovative teaching materials. Instead of using textbooks by traditional publishers, educators can author OERs that reflect their disciplinary training and teaching philosophy. This session will present a design future in which blockchain technology will enable educators to decentralize, author, track, and protect their copyright of OERs."
Teaching Bitzer's Rhetorical Situation Theory Through Game Based Learning by ...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/gamesituations
Session Abstract:
"Rhetorician Lloyd Bitzer argues that a rhetorical situation, a situation that calls a rhetor to respond, can be identified by its features of exigence, audience, and constraints. Games are rhetorical in nature and serve as responses to the rhetorical situations that call the games into existence. This session will show how to teach Bitzer's rhetorical situation theory through digital gaming and collaborative writing on Google Docs. Live gameplay and theory-based game analysis will be provided."
Embodying Morality Through Play: Using Games to Challenge Cultural Relativism...Sherry Jones
Aug. 9, 2019 - This set of slides was presented at the Colorado Learning and Teaching with Technology Conference (COLTT) held at the University of Colorado. The presentation details my pedagogical method of using digital games to teach students how to identify problems in cultural relativism, a normative ethical theory that suggests cultures are the main source of morality, that morality is relative to culture.
The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers by Sh...Sherry Jones
4-18-19 - This presentation was shown at the eLearning Consortium of Colorado (eLCC) Annual Conference. The focus of the talk is on the various ethical problems that currently exist in the technology industry and predictions of how future technologies, such as Digital Games, AR, AI Bots, and Self Trackers, will be designed to morally persuade users.
The presentation that includes the video can be accessed here: http://bit.ly/futureethics
Writing AI Chatbots as Personas of Real People by Sherry Jones (ISTE Expert W...Sherry Jones
Mar. 20, 2019 - This presentation was featured by the International Society for Technology in Education (ISTE) Expert Webinar Series. The presentation introduces the pedagogical method of using artificially intelligent chatbots to teach philosophy and rhetoric theories and principles. Particularly, the presentation argues that chatbots can be used to give voices to those who are silent.
Links to two live chatbots, Laozi and I am?, are included in the slides.
For more information about the presentation, feel free to contact me. http://bit.ly/sherryjonesbio
Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosop...Sherry Jones
Oct. 5, 2018 - I was invited by Phi Theta Kappa Honor Institute to present on my work using mixed reality escape room and digital games to teach college level philosophy courses. This is the presentation shown at the PTK Honor Institute.
Access the interactive presentation here:
http://bit.ly/dynamicsgames
Ethics and Games Series: Observer by Sherry Jones (Aug. 19, 2018)Sherry Jones
Aug. 19, 2018 - This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on August 19, 2018. The live webcast video was recorded and made available on Youtube, as well as made available in this presentation.
The featured game for study is the Observer (2017), a first person cyberpunk horror indie game voiced by actor Rutger Hauer. Philosophical theories discussed in this presentation are animalism and David Hume's personal identity theory.
Please feel free to watch the video in the slides while exploring the presentation.
Thought Experiment: Teaching Normative Ethics with Digital Games by Sherry Jo...Sherry Jones
Aug. 2, 2018 - This is a presentation for the 2018 Colorado Learning and Teaching with Technology Conference (COLTT). The presentation showcased my method of using digital games to teach philosophy and ethics. One of the featured games is the survival simulation game, Fallout Shelter.
"Ethics and Games Series: Detention" by Sherry Jones (July 8, 2018)Sherry Jones
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on July. 8, 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.
See the entire Ethics and Games Series by Sherry Jones here:
https://sites.google.com/site/metagamebookclub/ethics-and-games
"Ethics and Games Series: To the Moon" by Sherry Jones (May 27, 2018)Sherry Jones
About This Presentation: This is a philosophy and game studies presentation featuring the game, To the Moon (2011, 2014, 2017), a first person role-playing adventure game developed and published by Freebirds Games.
The presentation explores the rhetoric and the ethics of To the Moon using the following theories: Jean-Paul Sartre's existentialism.
Additional themes explored are: Memory and Identity; Memory Manipulation; Memory Loss and Suffering; Trauma; Self-Determination of Memory; Memories as Programs; Technology vs. Privacy; Falsifiable/Unreliable Memory; Rights of the Dying; Dignity of the Dying; Death and Regret; Denial of Reality; Questionable Reality; Asperger's Syndrome; Art as Expression of the Truth; Responsibility of Remembering.
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This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on May. 27, 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.
Ethics and Games Series: The Vanishing of Ethan Carter by Sherry Jones (Apr. ...Sherry Jones
About This Presentation: This is a philosophy and game studies presentation featuring the game, The Vanishing of Ethan Carter (2014, 2015), a first person horror adventure game developed and published by The Astronauts.
The presentation explores the rhetoric and the ethics of The Vanishing of Ethan Carter using the following theories: Baruch Spinoza's monism.
Additional themes explored are: Conformity vs. Individuality, Fantasy vs. Reality, Child Abuse, Trauma, Confronting the Truth, Unreliable Narrator, Fragmented Memory, Memory and Identity, Memory and Truth, Multiple Consciousness, Subjectivity and Reality, Multiplicity of Truth.
-------------------------------------------------------------------
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on April 29, 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.
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Sherry Jones
April 6, 2018 - This presentation was shown at the 2018 eLearning Consortium of Colorado Conference. The presentation addresses the rhetoric and ethics of the game, Fallout Shelter (2015), a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the rhetoric and the ethics of Fallout Shelter using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear War; Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
Ethics and Games Series: Life Is Strange by Sherry Jones (Mar. 25, 2018)Sherry Jones
Mar. 25, 2018 - This is my philosophy and game studies presentation featuring the game, "Life is Strange (2015)," an episodic graphic adventure game developed by Dontnod Entertainment, and published by Square Enix, Feral Interactive, and Black Wing Foundation.
The presentation explores the ethics of "Life Is Strange" using the following theories (from mathematics and philosophy): Chaos Theory; Butterfly Effect; Nietzsche's Eternal Recurrence Theory; Moral Dilemma.
---------------------------------------------------------
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Mar. 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.
"Ethics and Games: The Talos Principle" by Sherry Jones (Feb. 25, 2018)Sherry Jones
Feb. 25, 2018 - This is my philosophy and game studies presentation featuring the game, "The Talos Principle" (2014, 2015, 2017)," a first person puzzle game developed by Croteam, and published by Devolver Digital.
The presentation explores the ethics of "The Talos Principle" using the following theories (from philosophy and mythology): Transhumanism; Posthumanism; Posthuman; Determinism; Greek Mythology; Egyptian Mythology; Free Will.
Additional topics explored are: Artificial Intelligence; Extended Lifespan; Immortality; Consciousness.
------------------------------------------------------------
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.
"Ethics and Games Series: Fallout Shelter" by Sherry Jones (Jan. 28, 2018)Sherry Jones
Jan. 28, 2018 - This is my philosophy and game studies presentation featuring the game, "Fallout Shelter (2015)," a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the ethics of "Fallout Shelter" using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
---------------------------------------------------------
This presentation was featured at the International Society for Technology in Education (ISTE) Games and Simulations Network live webcast on Jan. 28, 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.
Link to access the live slides presentation:
http://bit.ly/falloutshelterethics
Social Activism Through Mobile Apps and Games by Sherry JonesSherry Jones
April 13, 2017 - This workshop presentation is designed to demonstrate how mobile apps and games can help us fulfill our responsibilities as digital citizens. The presentation features some of the most popular apps and games being used by activists to promote social agenda in 2017. Beyond simply raising awareness of social problems on a local or global scale, the featured mobile apps and games enable the user to effect real social change through digital world and real world protests and actions.
The workshop was conducted on April 13, 2017 at the eLearning Consortium of Colorado Conference, held at Breckenridge, Colorado. http://elearningcolorado.org/wordpress/events/elcc-conference/
Understanding Stories of Diversity, Inclusion, and Tolerance Through Games (F...Sherry Jones
February 21, 2017 - This presentation was shown at the University of Colorado Diverse Learners Week Conference: http://www.colorado.edu/diverselearners/schedule
About This Presentation:
In light of the current immigration and refugee crisis, we recommend a collection of digital games that can be assigned in the classroom to frame students’ perspective on the issues of immigration, the refugee crisis, race, diversity, inclusion, and tolerance.
The games will invite students to engage with social issues by interacting with the hypothetical playable histories and playable futures, and consider what is at stake for today’s world.
"Higher Education: Choose Your Own Adventure" by Sherry JonesSherry Jones
November 30, 2016 - Invited to present this talk on the importance of and reasons for obtaining a college degree. Held the talk at the Denver Center for International Studies. Referenced personal educational journey as example for the benefit of pursuing interdisciplinary studies to guide one's career goals and to author one's own life.
Access the animated version of the slides here: http://bit.ly/cyoaedu
"Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room" by Sherry J...Sherry Jones
Oct. 7, 2016 - We designed and ran a mixed reality escape room inside the Computer History Museum in Mountain View, CA, for the 2016 Intentional Play Summit. The mixed reality escape room is designed to teach philosophy and ethics theories, and its narrative is loosely based on Orwell's 1984.
Intentional Play Summit
http://www.intentionalplaysummit.com
This is the accompanying summit presentation that explains our game design logic and methods for creating this experience.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
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The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
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Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
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Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
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"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)
1. #Metagame Book Club
Game Studies Week 3: “Game-Based Learning &
Gamified Learning”
Sherry Jones
Game Studies Facilitator
Fall 2014
@autnes
http://bit.ly/gamestudies8
3. Texts in Focus
1. "Making Right(s) Decision: Artificial Life and Rights
Reconsidered" by Juyun Kim (2005)
2. "Adolescent Thinking and Online Writing After the Use of
Commercial Games in the Classroom" by Pilar Lacasa et. al.
(2011)
3. "A Pedagogy of Play: Integrating Computer Games into the
Writing Classroom" by Rebekah Shultz Colby and Richard
Coby (2011)
4. "The Ethics of Indigenous Storytelling: using the Torque
Game Engine to Support Australian Aboriginal Cultural
Heritage" by Theodor G. Wyeld et. al. (2007)
4. Guiding Questions
Q. As an educator, have you used any video game in your classroom? If so,
how did the video game support your lessons?
Q. If you have not used any video game in the classroom, what concerns did
you have that prevented you from employing games as learning tools?
Q. Given your student population, would your students readily accept
video games as part of their education? Do you anticipate resistance to
using video games as texts? Why?
5. A Close Reading of
"Making Right(s) Decision: Artificial Life and Rights
Reconsidered" by Juyun Kim (2005)
The Sims 4
6. Artificial Life, Gaming, and Education
Kim argues that digital games in the simulation genre, such as The
Sims, call on players to consider the relationship and
interconnectedness between humans and machines. He finds that
simulation-based digital games can help educators introduce moral
education into the classroom:
“Since students are already engaged with artificial life (A-life)
environments such as online and video games, educators can use
these interests to introduce issues of rights, responsibilities and
ethical dilemmas.”
-- Juyun Kim (2005)
7. Kim identifies certain ethical implications of the creation of A-life. The
term, “A-life,” generally refers to a human-made life. However, the
distinction between human-made life and nature-made life does
not free us from moral and ethical considerations for either forms
of life. There are several issues in A-life development to consider.
First, A-life development emphasizes autonomy. An autonomous
agent “means any self organizing ‘adaptive system which actively
behaves to achieve a certain goal while in continuous long term
interaction with its environment.’”
-- Juyun Kim (2005)
A-life and Autonomy
8. A-life, Sensations, and Materiality
“Sack present A-life as an example of ‘aesthetic critique of AI.’ The
aesthetic turn from essentialist objections toward neo-cybernetic
examination of the roles of the body, the senses and perception and
interactions with environment, however, produces ethical
implications, if we are interconnected with ‘enough similar to us.” . . .
By problematizing how the effects of machines-as agent are being
generated, Suchman warns us to keep an eye on historical
materialization of machines and consequences.”
-- Juyun Kim (2005)
9. A-life, Cyborgs, and Natural vs. Artificial
Kim references Haraway’s definition of cyborg to show the problem
of defining A-life through the natural vs. artificial binary.
According to Haraway: “A cyborg is a ‘cybernetic organism, a hybrid of
machines and organism, a creature of social reality as well as a
creation of fiction.’ Cyborgs blur the binary between human and
machine, science and social reality, natural and artificial and male
and female. . . . Haraway reminds us that ‘trope nature through a
relentless artifactualism means that nature for us is made as both
fiction and fact.”
-- Juyun Kim (2005)
10. Kim references Inayatullah’s argument that A-life, such as robots,
should be given rights. Inayatullah asserts:
“Humans may see robots in their own rights; not only as mechanical
slaves, produces, and buy and sell, but also entities in their own rights.
Denial of rights of robots - since they are considered other, as not
sentient, and thus not part of our consideration - becomes of an
exemplar of how we treat other humans, plants, animals and
civilizations. . . . Robot should have rights not because they are like
humans, but of what they are, as themselves.”
-- Qtd. in Kim (2005)
A-life and Rights
11. The Sims is a type of “God game” where the player can control their
character’s life. Kim argues that The Sims can simultaneously serve as
a simulation and examination of A-life and human life:
“By creating their own characters, players take up certain subject
positions and exercise certain options that animate The Sims with
stories from everyday contexts. The Sims leads players to examine
their own lives by simplifying a complex real world into a
microworld. This simulation game is an intriguing realization of A-life.”
-- Juyun Kim (2005)
A-life and The Sims
12. Killing of Simulated Life in The Sims
Although The Sims provide characters with emotional states, some
players feel little emotions or empathy for the life of their in-game
characters. In fact, a phenomenon exists where players enjoy
killing their Sim characters. Kim points to a post on The Sims
discussion forums as example:
“Sim killing is fun. Maybe you hate Britney, and you make a Sim like
Britney just so you can kill her. Fun. Anyway, because I am a Sim serial
killer, I don’t just kill my Sims one way. That would be so boring! So I’
ve made a list of original ways you can kill Sims.”
-- Qtd. in Kim (2005)
13. Empathy for Simulated Life in The Sims 2
“Due to the new features including reproduction, genetics and
aging in The Sims 2, more often than not, most of postings in the
thread, ‘Please, don’t kill them all’ recognized the moral dilemmas
created in The Sims 2”
-- Juyun Kim (2005)
A player posted: “I don’t think you should kill all of them, unless you
really want to do that. You have to think about the consequences….
Second: The remaining sim will have that memory as a bad one. Will
cry and you will end up with a ghost. Third: Poor Sim!!!”
-- Qtd. in Kim (2005)
14. Players’ Moral Dilemma and The Sims 2
“Most of The Sims 2 players face moral dilemmas of killing their
characters since feelings that sims are ‘real,’ are evoked. At the
same time as one player note the consequences of killing a Sim
weights on one’s conscience.”
-- Juyun Kim (2005)
A player posted: “I don’t kill Sims that represents my family members
and closest friends. No matter how much they make my life crazy or
how much they annoy me. I couldn’t do that. Especially not with Sims
2. That would just be wrong.”
-- Qtd. in Kim (2005)
15. A Close Reading of
"Adolescent Thinking and Online Writing After the Use of
Commercial Games in the Classroom” by Pilar Lacasa et. al. (2011)
Spore
16. Video Games, Literacy, and Cognitive
Development
Pilar Lacasa et. al. (2011) argue that video games can help students
learn new forms of literacy (and discourses) and develop complex
cognitive processes via game interactions.
The article builds on James Paul Gee’s Semiotic Domains theory, and
offers an insightful look of how to teach biology and evolution via
the game, Spore.
17. Lacasa et. al (2011) argues that educators can use video games to
help students further develop the learning skill of inquiry:
“Teacher: What do you think about this game?”
“Student: The game is cool, right? But I don’t think that when people
are playing at home they think about the theory of evolution. But if
you are playing in the classroom then yes, you start to think but when
you’re in another place you are more thinking, ah I will kill this stupid,
that. .. and not because I think that is the theory of Lamarck.”
-- Pilar Lacasa et. al. (2011)
Science Skill - Inquiry
18. “Teacher: Okay we start with group 3. What do you think that the
game has to do with the evolution theories?
Student: It shows, as Darwin said, that the strongest survive.
Teacher: The strongest survive. But does it always happen? Is it
the strongest who survives? Is it always the strongest? Is there
another way to survive?
Student: After there is the adaptation to the environment from
Lamarck and the cooperation ideas from Kimura.”
-- Pilar Lacasa et. al. (2011)
Science Skill - Analysis
19. Lacasa et. al. (2011) argue that video games offer contexts that can
contrast with the limited contexts offered in science class examples.
With video game context, students have to offer their own
answers, rather than stereotypical answers:
“Teacher: Why do you mention Lamarck's adaptation to the
environment?
Student: Because it has to improve with each generation, in that way
the best can survive ... like the giraffe, which increasingly has the
longest neck to eat higher things. Such as ours creature in Spore, [it]
has the biggest mouth to eat bigger and stronger enemies.”
-- Lacasa et. al. (2011)
Science Skill - Interpretation
20. A Close Reading of
"A Pedagogy of Play: Integrating Computer Games into
the Writing Classroom"
by Rebekah Shultz Colby and Richard Coby (2011)
Mists of Pandaria from World of Warcraft
21. Video Games and Critical Thinking
“This research indicates that games are productive in helping
students apply, synthesize, and think critically about what they learn
through active and social participation. As a sophisticated and
immediate interactive and conditional space of branching possibilities
or what Jesper Juul (2005) argued is a “state machine” (p. 56),
computer games can offer teaching methods that help students
learn through embodied simulation. Because computers can
sustain simulated game worlds, they can be used to enhance
learning through application within this simulation.”
-- Rebekah Shultz Colby and Richard Coby (2008)
22. Play and Meaning
“According to the historian and early game theorist Johan Huizinga
(1955), “Meaning originally ‘leisure,’ [school] has now acquired
precisely the opposite sense of systematic work and training, as
civilization restricted the free disposal of the young man's time more
and more” (p. 148). School was considered “leisure” when only the
upper classes could engage in it. After school became
universalized enough to admit more working-class students,
school became serious work. Historically, the playfulness of learning
for the upper class was readily apparent in ancient Greece, where
rhetoric has a history linked to play.”
-- Rebekah Shultz Colby and Richard Coby (2008)
23. Work and Play
“Even though this history of rhetoric offers a basis from which
teachers and students can see the arbitrariness of the work/play
distinction, school and writing instruction have changed. Although
one positive development in college missions is providing
opportunities to the underprivileged, it has also been associated with
the implicit goal of “disciplining bourgeois subjectivity” (Crowley,
1998, p. 34), which in turn neglects activities not associated with
serious self-improvement. Although productive play can be
educational, this association causes skepticism. Nevertheless,
imagining the classroom as a type of gamespace can further erase
the work/play distinction.”
-- Rebekah Shultz Colby and Richard Coby (2008)
24. Classroom as Gamespace
“Like a gamespace, a classroom is a magic circle, a space bounded
by terms and class periods and defined by its own set of classroom
rules and learning objectives. With grades come the classroom's
own rewards for reaching objectives in the form of arbitrary points
that have capital within the classroom space, but, at least to students,
often seem to signify very little outside that space. Both spaces seem
to be part of a magic circle that exists in a space clearly not a part of
what usually gets termed the “real world” but in a pure space.”
-- Rebekah Shultz Colby and Richard Coby (2008)
25. WoW and Writing
“Julian Dibbell (2006) and Edward Castronova (2003) have shown
that the materiality of online gamespaces such as WoW are often
directly connected to the “real world” in the form of real goods and
services that can be purchased to improve gameplay, creating a “real
world” economic impact “of $20 billion each year” (Dibbell, 2006, p.
13). Similarly, in the writing course we are proposing, students
would actually participate in the WoW community, producing
textual goods and services for that community that would also
serve as academic assignments. . . . and that textual objectives
achieved in both spaces could [also] have “real world” significance.
-- Rebekah Shultz Colby and Richard Coby (2008)
26. A Close Reading of
"The Ethics of Indigenous Storytelling: using the Torque Game
Engine to Support Australian Aboriginal Cultural Heritage" by
Theodor G. Wyeld et. al. (2007)
Water Simulation
27. Serious Game on Australian Aborigines
Theodor G. Wyeld et. al. (2007) developed a Digital Songlines game
engine (DSE) toolkit to simulate the way of life, environment, stories,
and cultural heritage of the Australian Aborigines.
The article details the designers’ extensive efforts to create and
implement a serious game that documents and simulates the life of
real subjects. The complex process of making this serious game is
worth our consideration and reevaluation of the value of creating
serious or epistemic games for education.
28. On Preserving/Simulating Stories
“Stories are a means by which knowledge and understanding is
passed from generation to generation. As they live with such a close
connection to the country and seasons, know it so intimately, the
stories, songs and culture are inextricably linked to the land.
Aboriginal culture is still alive today with older people from the
country still able to tell their stories.”
“The game-based virtual environments seek to explore the
spiritual, mythic, magic and superstitions of the landscape as a
traditional hunting ground and hallowed place of worship.”
-- Theodor G. Wyeld et. al. (2007)
29. On Preserving/Simulating the Environment
“The features of the landscape and the fauna and flora contained
must be faithfully reproduced in such a manner that the stories to be
told in this medium are closely linked visually and experientially with
their ‘country’ of origin.”
“As ostensibly an educational product, if we create inaccurate
environments then ‘inter-actors’ (not just users) with the product
may be misled about a particular story, or scene within a story.
This has implications not just for knowledge acquisition and cultural
maintenance for posterity but, in Australian Aboriginal culture, the
inaccurate telling of stories may affect the environments they refer to
with deleterious spiritual consequences.”
-- Theodor G. Wyeld et. al. (2007)
30. On Preserving/Simulating Cultural Objects
“Each individual plant and animal must be of the correct type or
subspecies, and the narratological information associated with them
has to be accurate and authentic. For example, a totem animal or
Yurdi (an animal of special significance) may have a recurring theme in
a story told by a particular community. Therefore, it must be included.
Different animals have differing significance in different country.”
-- Theodor G. Wyeld et. al. (2007)
31. On Preserving/Simulating Cultural Objects
“The Aboriginal children who participated in this exercise showed real
pride when they saw what the program represented. They were
surprised at the rich graphics and interaction. Some felt it was a
historical simulation. Others felt it related to a contemporary
environment. Thus, as a tool for empowering self-determination
and overcoming negative stereotyping by mainstream media, it
was instrumental in dismantling preconceived ideas of self-worth
and image – the normally held view that somehow indigenous
peoples ‘cannot do this kind of non-indigenous hi-tech work.’
-- Theodor G. Wyeld et. al. (2007)
32. Additional Discussion of
“Let's Play a Game - Learn Philosophy and Rhetoric via
Digital Game-Based Learning" by Sherry Jones (2014)
33. Lecture By:
Sherry Jones
Game Studies Facilitator
Philosophy, Rhetoric, Game Studies
@autnes
Writings & Webcasts
Access Slides: http://bit.ly/gamestudies8