This slideshow is presented at the 2013 e-Learning Consortium of Colorado Conference on April 10, 2013. Through this slideshow, we are introducing gMOOC to the MOOC Universe, and we are releasing rgMOOC (Rhetoric and Game-Based MOOC) on May 28 - August 1, 2013.
rgMOOC Trailer
http://bit.ly/rgmoocpromo
rgMOOC (May 28 - August 1, 2013)
http://bit.ly/rgmoocourse
Digital Game-Based Learning MOOC (gMOOC) for Rhetoric and CompositionSherry Jones
Slideshow is created by Sherry Jones. Slideshow is co-presented by Sherry Jones and Kate Guthrie Caruso.
Description: This is a presentation at the COLTT 2013 conference on rgMOOC, or "Rhetoric and Composition: The Persuasive Power of Video Games as Paratexts." rgMOOC is a type of gMOOC, or game-based MOOC. gMOOC is a term coined by Sherry Jones and Jack Park. This presentation details Sherry's development of the gMOOC theory and how the theory is implemented in the UX design of rgMOOC, as well as Kate's method of teaching Writing Composition via Youtube, Twitter, and other Web 2.0 tools.
Register for rgMOOC 2! (Sep. 2 - Nov. 10, 2013) - http://bit.ly/rgmooc2form
rgMOOC: A Digital Game-Based MOOC for Rhetoric and CompositionSherry Jones
This updated 2014 slideshow is created by Sherry Jones. It includes new videos that demonstrates how game-based learning is implemented in rgMOOC.
Slideshow is co-presented by Sherry Jones and Kate Caruso at the Colorado Community College System (CCCS) Immersion Excursion Conference on Feb. 14, 2014.
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
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
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
Technology Mediated Socialization for Children with Autism, Advancement to Ph...Kate Ringland
Committee: Gillian Hayes (Chair), Rebecca Black, Mimi Ito, Josh Tanenbaum, and Tom Boellstorff
Abstract: Traditional face-to-face social interactions can be challenging for individuals with autism, leading some to perceive and categorize these individuals as less social than their peers. For example, autism can be accompanied by difficulty making eye contact, interpreting some nonverbal cues, and performing coherent verbal utterances. While these challenges can be interpreted as an inability or lack of desire for social interactions, researchers have begun to explore how to expand the definition of sociality for those with autism. My research explores how technology can support alternative means of sociality, particularly for children with autism engaged in social play. In this advancement talk, I will present two research studies: SensoryPaint and Autcraft. SensoryPaint is a multimodal sensory environment built to enable whole-body interaction with the Kinect. Evaluation of SensoryPaint was conducted in two stages: a lab-based study and a deployment study. Results from this study show how these systems can promote socialization. My second research project explores Autcraft, a Minecraft community for children with autism and their allies. I will present results from on-going ethnographic work exploring the community’s Minecraft server and other community affiliated social media. Results from this study highlight ways in which community members use technology to create a safe environment for children with autism to explore alternative forms of social expression. Findings suggest an expansion of how sociality has traditionally been conceptualized for individuals with autism and how technology plays a key role in facilitating this new sociality.
CSCW 2015 Presentation: Making "Safe": Community-Centered Practices in a Virt...Kate Ringland
The use of online games and virtual worlds is becoming increasingly prominent, particularly in children and young adults. Parents have concerns about risks their children might encounter in these online spaces. Parents dynamically manage the boundaries between safe and unsafe spaces online through both explicit and implicit means. In this work, we use empirical data gathered from a digital ethnography of a Minecraft server, Autcraft, to explore how parents of children with autism continually create a “safe” virtual world through both implicit and explicit means. In particular, we demonstrate how their actions in these spaces define and produce “safety,” shedding light on our theoretical understanding of child safety in online spaces.
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
Digital Game-Based Learning MOOC (gMOOC) for Rhetoric and CompositionSherry Jones
Slideshow is created by Sherry Jones. Slideshow is co-presented by Sherry Jones and Kate Guthrie Caruso.
Description: This is a presentation at the COLTT 2013 conference on rgMOOC, or "Rhetoric and Composition: The Persuasive Power of Video Games as Paratexts." rgMOOC is a type of gMOOC, or game-based MOOC. gMOOC is a term coined by Sherry Jones and Jack Park. This presentation details Sherry's development of the gMOOC theory and how the theory is implemented in the UX design of rgMOOC, as well as Kate's method of teaching Writing Composition via Youtube, Twitter, and other Web 2.0 tools.
Register for rgMOOC 2! (Sep. 2 - Nov. 10, 2013) - http://bit.ly/rgmooc2form
rgMOOC: A Digital Game-Based MOOC for Rhetoric and CompositionSherry Jones
This updated 2014 slideshow is created by Sherry Jones. It includes new videos that demonstrates how game-based learning is implemented in rgMOOC.
Slideshow is co-presented by Sherry Jones and Kate Caruso at the Colorado Community College System (CCCS) Immersion Excursion Conference on Feb. 14, 2014.
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
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
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
Aug. 5, 2015 - This is my presentation on epistemic game design for the 2015 Colorado Learning and Teaching with Technology Conference (COLTT).
Through this slideshow, we introduce the epistemic game, "The Perspective Game" by GetTheIssues(GTI) to educators and administrators of higher education.
Technology Mediated Socialization for Children with Autism, Advancement to Ph...Kate Ringland
Committee: Gillian Hayes (Chair), Rebecca Black, Mimi Ito, Josh Tanenbaum, and Tom Boellstorff
Abstract: Traditional face-to-face social interactions can be challenging for individuals with autism, leading some to perceive and categorize these individuals as less social than their peers. For example, autism can be accompanied by difficulty making eye contact, interpreting some nonverbal cues, and performing coherent verbal utterances. While these challenges can be interpreted as an inability or lack of desire for social interactions, researchers have begun to explore how to expand the definition of sociality for those with autism. My research explores how technology can support alternative means of sociality, particularly for children with autism engaged in social play. In this advancement talk, I will present two research studies: SensoryPaint and Autcraft. SensoryPaint is a multimodal sensory environment built to enable whole-body interaction with the Kinect. Evaluation of SensoryPaint was conducted in two stages: a lab-based study and a deployment study. Results from this study show how these systems can promote socialization. My second research project explores Autcraft, a Minecraft community for children with autism and their allies. I will present results from on-going ethnographic work exploring the community’s Minecraft server and other community affiliated social media. Results from this study highlight ways in which community members use technology to create a safe environment for children with autism to explore alternative forms of social expression. Findings suggest an expansion of how sociality has traditionally been conceptualized for individuals with autism and how technology plays a key role in facilitating this new sociality.
CSCW 2015 Presentation: Making "Safe": Community-Centered Practices in a Virt...Kate Ringland
The use of online games and virtual worlds is becoming increasingly prominent, particularly in children and young adults. Parents have concerns about risks their children might encounter in these online spaces. Parents dynamically manage the boundaries between safe and unsafe spaces online through both explicit and implicit means. In this work, we use empirical data gathered from a digital ethnography of a Minecraft server, Autcraft, to explore how parents of children with autism continually create a “safe” virtual world through both implicit and explicit means. In particular, we demonstrate how their actions in these spaces define and produce “safety,” shedding light on our theoretical understanding of child safety in online spaces.
Massively Multiplayer Online Role- Playing Games (MMPORPG):A Look into Worl...Danica Christidis
Assignment 3: Web Play, Online Games & Gamification 302
Ever wanted to find out more about massively multiplayer online role playing games? Say no more, everything you need to know is right here!
DevLearn 2015 - Beyond Badges - Game Dynamics in Learning v1Julian Stodd
This is my presentation from DevLearn in Vegas, October 2015. It's an exploration of why we need to focus on game dynamics, the underlying behaviours that power games, not just the mechanics
"Play, Games and the Magic Circle" by Sherry Jones (July 22, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 1 Lecture on "Play, Games, and the Magic Circle," with discussion emphasis on Johan Huizinga's "Homo Ludens."
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
Presentation by Darlene Nicandro, Principal Planner at the City of Irvine, at the ASCE-OC "Sustainability in Site Development" seminar held in October 2015.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
Ripple’s distributed financial technology allows for banks around the world to directly transact with each other without the need for a central counterparty or correspondent.
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
For more information about http://www.zricks.com/Casa-Grande-Pavilion-Phase-II-Thalambur-Chennai/14296
Casa Grande Pavilion Phase II, Thalambur, Old Mahabalipuram Road, Chennai. Visit: http://www.zricks.com
Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.
DevLearn 2015 - Beyond Badges - Game Dynamics in Learning v1Julian Stodd
This is my presentation from DevLearn in Vegas, October 2015. It's an exploration of why we need to focus on game dynamics, the underlying behaviours that power games, not just the mechanics
"Play, Games and the Magic Circle" by Sherry Jones (July 22, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 1 Lecture on "Play, Games, and the Magic Circle," with discussion emphasis on Johan Huizinga's "Homo Ludens."
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
Presentation by Darlene Nicandro, Principal Planner at the City of Irvine, at the ASCE-OC "Sustainability in Site Development" seminar held in October 2015.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
Ripple’s distributed financial technology allows for banks around the world to directly transact with each other without the need for a central counterparty or correspondent.
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
For more information about http://www.zricks.com/Casa-Grande-Pavilion-Phase-II-Thalambur-Chennai/14296
Casa Grande Pavilion Phase II, Thalambur, Old Mahabalipuram Road, Chennai. Visit: http://www.zricks.com
Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.
BCcampus is interested in making collaboration around OER easier because we've moved from a system where our involvement in the textbook creation/adaption process was very hands on to a process where we need to be very hands off. We hope that by making tools that help authors move through a workflow on their own, it will fill in the gap. What we have so far is a model of what works in OSS, a few assumptions, a little bit of research to back up those assumptions and some feedback from a quick survey.
"Using Blockchain Technology to Maintain OERs and IPs" by Sherry Jones (April...Sherry Jones
April 7, 2016 - The presentation was part of the Intellectual Property Caucus Panel Presentation, held on April 7, 2016, at the Conference on College Composition and Communication (CCCC) 2016.
Jones addresses how blockchain technology, the protocol that underlies and powers bitcoin and other cryptocurrencies, can help solve the problem of maintaining intellectual property (IP) rights over open educational resources (OERs), and how blockchain technology will influence the future of the writing discipline and pedagogy.
The Self-Aware Agent: How Digital Storytelling ePortfolios Cultivate Metacogn...Beata Jones
AAEEBL 2015 Conference Workshop Presentation to accompany a workshop eportfolio at: https://goo.gl/UJcQBE.
The workshop discussed the importance and role of metacognition in student learning, described digital storytelling ePortfolios and their role in fostering 21st century meta skills, and led the attendees through the process of building and assessing digital storytelling ePorfolio assignments for fostering 21st century meta skills.
Overview of MOOCs, the Games MOOC and other game based learning professional development opportunities for spring and summer 2013.
Summer 2013 Games MOOC
Sign-up http://bit.ly/12rDKit
The Games MOOC will be divided into two parts. Each part will be designed to be a standalone MOOC, so feel free to sign-up for only one part or both.
Video Trailer https://www.youtube.com/watch?v=MuInCYMogUg
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."
I am a conservative - I preserve the progress - Libraries discovering Web 2.0...Realidades Virtuais
Comunicação de Christoph Deeg, gestor de cultura e marketing, co-fundador do projecto "Zukunftswerkstatt", apresentada na conferência: "Videojogos e Web 2.0: Desafios para a formação dos Bibliotecários", no dia 20 de Maio de 2010 no Goethe-Institut em Portugal
CCCC 2016 IP Caucus Panel - "Taking Action on Intellectual Property with Open...Sherry Jones
April 7, 2016 - I was 1 of 9 panelists on the Conference on College Composition and Communication (CCCC) 2016 IP Caucus Panel titled: "Taking Action on Intellectual Property with Open Educational Resources."
My proposal (for this panel presentation) is to use blockchain technology (the technology that underlies and powers bitcoin and other cryptocurrencies) to protect and maintain intellectual property rights for open educational resources. Particularly for the writing discipline, blockchain technology will help protect the IP rights of writers, and thus, will encourage more writers to publish their writings as OERs. The use of blockchain technology to create a "public ledger" of OERs, such as academic essays and artifacts, will have many implications for the writing pedagogy as well.
This presentation is co-authored by the following panelists:
James P. Purdy (Duquesne University)
Mike Palmquist (Colorado State University)
David Blakesley (Clemson University)
Joe Moxley (WritingCommons.org)
Jack Hennes (Michigan State University)
Nick Carbone (Macmillan)
Sherry Jones (Rocky Mountain College of Art & Design)
Charles Lowe (Grand Valley State University)
John Willinsky (Stanford University)
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."
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.
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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.
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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.
"Perspective-Based Learning Through Role-Playing Curriculum Design" by Sherry...Sherry Jones
Aug. 3, 2016 - This presentation was featured during the Colorado Teaching and Learning with Technology Conference (COLTT 2016). The presentation showcased my method of designing an entire college course curriculum using the role-playing design approach. A case study and examples are offered.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
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
unwillingness to rectify this violation through action requires accountability.
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.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdf
gMOOC and rgMOOC: Theory and Design
1. gMOOC and rgMOOC:
Theory and Design
Sherry Jones and Kate Caruso
eLearning Consortium of Colorado
April 10, 2013
Slideshow: http://bit.ly/gmooc
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
2. What is a MOOC?
● Massive Open Online
Course (experimental
learning platform)
● Term founded in 2008
by George Siemens,
David Wiley, Dave
Cormier, Stephen
Downes
● Learning theories of
Connectivism,
Constructivism, and
Emergence
● 2012 - Year of MOOCs!
● Over 6000 MOOCs
worldwide (2/18/2013)
Image by David Kernohan: https://twitter.
com/dkernohan/status/250889990828089344/photo/1/large
3. MOOC Traditional Online
Course
● "Massive" = 150 people (Dunbar's Number)
○ "The 'Dunbar's number' represents the
maximum (theoretical number of people
a person can reasonably interact with)"
-- Stephen Downes
● "Open" = Open Access (Creative Commons)
● Student-Centered Learning on Large Scale
(150/network among 10,000, 100,000, ???)
● Beyond LMS - Social Media and Innovative
Tech Tools for OER creation+distribution
4. 2 Types of MOOCs: xMOOC vs.
cMOOC
● 2 types of MOOCs dominate the market
● xMOOC - The "x" refers to Edx, MITx,
Harvardx (with Coursera as commercial x)
● "In those xMOOCs a professor is taking the
lead and the learning experience is
organized top-down."
-- Peeragogy
● Professor is the virtual "sage on the stage"
● xMOOCs are lectures and tests driven
5. 2 Types of MOOCS: xMOOC vs.
cMOOC (Cont')
● cMOOC = Connectivist MOOC, design
originates from the MOOC founders
● "Learning takes place through self-
organized networks of participants, and is
almost decentralized; individuals and
groups create blogs or wikis around their
own interpretations of the texts and
lectures, and comment on each other's
work"
-- Peeragogy
6. In Essence, cMOOCs change
learning from this . . .
Source: http://www.flickr.com/photos/rosefirerising/7102630165/
7. To this . . .
Source: http://www.flickr.com/photos/luc/1804295568/
8. What is gMOOC?
● gMOOC = Game-Based Learning MOOC
● Term coined by Sherry Jones (Prof. of
Philosophy, Rhetoric, Comp.) and Jack Park
(Founder of Knowledge Gardening Theory)
● Uses Digital Games for immersive learning
of almost any discipline (ex. Composition)
● Follows cMOOC's connectivist and
decentralized organization
● Motivators - Digital Games and Badges!
9. gMOOC in Practice
● Video conversations
● Group problem solving via networking
● Multiple weekly digital games and exercises
will be offered (choose 1 game to play and
1 exercise to complete!)
● Synchronous chats on Tweetchat, Google
Hangout, Youtube, or Mightybell (for Q & A)
● Asynchronous discussions with curation
● Massive collaborative writing on Etherpads
(3, 2, 1, let's all write at the same time!)
11. What is rgMOOC?
● rgMOOC = Rhetoric and Game-Based
MOOC
● Advanced English Composition Course that
analyzes digital games as texts
● Offered via Arapahoe Community College
● 10 Weeks Summer (May 28 - Aug. 1, 2013)
● 15 Weeks Fall
● Join Us! Free Registration Form at http:
//bit.ly/rgmoocreg
12. Why rgMOOC for ACC students?
● Raises rigor of academic
language use via game
analysis
● Fosters critical thinking
skills through immersive
gaming
● Showcases a competitive
Transfer Level Writing
MOOC
● Pioneers a Student-
Centered Colorado
Community College
MOOC!
Source: http://www.flickr.com/photos/windy/444393243/
13. Can I take rgMOOC?
● Yes!! rgMOOC is free and
open to everyone!
● For those interested in
playing and writing
about the meaning of
digital games
● For Educators interested
in applying game-based
learning
● Please note some games
are rated M (Mature)
Source: http://blog.plane.edu.au/wp-
content/uploads/2013/02/Game-based-Learning-
picture_png.png
14. Theory Applied in rgMOOC:
Procedural Rhetoric
● Procedural Rhetoric is the study of the
underlying rules of a game system that
makes claims about the world
● "Procedural Rhetoric is a type of
procedural literacy that advances and
challenges the logics that underlie
behavior, and how such logics work"
-- Ian Bogost
(Persuasive Games p. 258)
15. Possible Topics in rgMOOC
● Games as Art + Socio-cultural Constructs
● Paratextuality/Transmediality of Games
● Game Genres as Mediators of Meaning
● Game Rules, Mechanics, and Dynamics as
"Procedural Rhetoric"
● Gameplay and Aristotelian Triangle (Ethos,
Pathos, Logos)
● Game Design and 4 Elements of Rhetoric
(Purpose, Audience, Situation, Claims)
● Game Platforms, Culture, and Audience
16. Yes! We will be
playing digital games
each week!
Source: http://commons.wikimedia.
org/wiki/File%3APS3_controller.png
17. Let's Play a Game/Rule System!
http://www.molleindustria.org/en/tamatipico/
18. Rules in Tamatipico
● Identity: Your Virtual Flexworker
● Place Rule: Work - Park - Home
● Move Rule - Mouse Click
● Factory Rule: Single Action, Drill Holes
● Park Rules: Dual Actions, Eat and Sleep
● Home Rule: Single Action, Watch TV
● Rules Define Tamatipico As A CORPORATE
SLAVE!
19. Let's Play a Game/Rule System!
http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html
20. Rules In Every Day The Same
Dream
● Identity: Businessman
● Place Rule: Home - Side Street - Cemetery -
Highway - Highrise - Field
● Move Rule: Left and Right Arrow Keys
● Interaction Rule: Move towards objects and
characters
● Completion Rule: Repetitive Gameplay
● Rules Show That REPETITIVE LIFE IS
MEANINGLESS
21. rgMOOC Trailer + Registration
Form!
● rgMOOC Trailer
http://bit.ly/rgmoocpromo
● rgMOOC Registration Form
http://bit.ly/rgmoocreg
Please also forward this slideshow to anyone
interested in rgMOOC!
GAME ON!