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/
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 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
"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."
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
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
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
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
"Ideologies & Games" by Sherry Jones (Nov. 16, 2014)Sherry Jones
November 16, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "Ideologies & 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
"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
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 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
"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."
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
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
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
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
"Ideologies & Games" by Sherry Jones (Nov. 16, 2014)Sherry Jones
November 16, 2014 - This is my Game Studies presentation for the Metagame Book Club titled: "Ideologies & 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
"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
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
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
"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
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
This is a presentation made at the annual meeting of the Canadian Game Studies Association. A version of it will also be presented at the International Association for the Study of Dreams later in June.
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.
Gackenbach, J.I. (2016, June). Gaming Allows Expression of Archetypes. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docxtroutmanboris
69 A METHoDoLogICAL PLAYgRoUND
5.
A METHODOLOGICALPLAYGROUnD:
FICTIOnAL wORLDs
AnD THOUGHT EXPERIMEnTs
The universe of possible worlds is constantly expanding and diversifying
thanks to the incessant world-constructing activity of human minds and
hands. Literary fiction is probably the most active experimental
laboratory of the world-constructing enterprise.
1
Although design usually references sculpture and painting for material,
formal and graphic inspiration, and more recently the social sciences for
protocols on working with and studying people—if we are interested in shifting
design’s focus from designing for how the world is now to designing for how
things could be—we will need to turn to speculative culture and what Lubomír
Doležel has called an “experimental laboratory of the world-constructing
enterprise.”
9808.indb 69 9/23/13 5:48 PM
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EBSCO : eBook Collection (EBSCOhost) - printed on 3/5/2019 7:43 PM via MONASH UNIVERSITY LIBRARY
AN: 672907 ; Dunne, Anthony, Raby, Fiona.; Speculative Everything : Design, Fiction, and Social Dreaming
Account: s8849760.main.ehost
70 CHAPTER 5
Speculating is based on imagination, the ability to literally imagine
other worlds and alternatives. In Such Stuff as Dreams Keith oatley writes
that “[i]magination gives us entry to abstraction, including mathematics.
We gain the ability to conceive alternatives and hence to evaluate. We
gain the ability to think of futures and outcomes, skills of planning.
The ability to think ethically also becomes a possibility.”
2
There are many kinds of imagination, dark imaginations, original
imaginations, social, creative, mathematical. There are also professional
imaginations—the scientific imagination, the technological imagination,
the artistic imagination, the sociological imagination, and of course
the one we are most interested in, the design imagination.
fictionAl WorldS
As Lubomír Doležel writes in Heterocosmica: Fiction and Possible Worlds,
“our actual world is surrounded by an infinity of other possible worlds.”
3
once we move away from the present, from how things are now, we enter
this realm of possible worlds. We find the idea of creating fictional worlds
and putting them to work fascinating. The ones we are most interested in
are not just for entertainment but for reflection, critique, provocation,
and inspiration. Rather than thinking about architecture, products,
and the environment, we start with laws, ethics, political systems,
social beliefs, values, fears, and hopes, and how these can be translated
into material expressions, embodied in material culture, becoming little
bits of .
title: Hypergame Principles in Science Fiction and Reality
subtitle: Hypergame Framework: A 3-Group Analysis System for Informed, Semi-Informed, and Uninformed Players. Navigating the Complexities of Hypergame Theory. A framework for understanding the complexities of simulated and manipulated reality in fiction and non-fiction.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
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
"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
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.
The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!
Metagame Book Club
http://bit.ly/metagamebookclub
This is a presentation made at the annual meeting of the Canadian Game Studies Association. A version of it will also be presented at the International Association for the Study of Dreams later in June.
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.
Gackenbach, J.I. (2016, June). Gaming Allows Expression of Archetypes. Paper presented at the International Association for the Study of Dreams, Rolduc, Netherlands. Abstract published in the International Journal of Dream Research, 9(supplement 1), July 2016, Retrieved https://journals.ub.uni-heidelberg.de/index.php/IJoDR/article/view/32382/pdf
69 A METHoDoLogICAL PLAYgRoUND 5. A METHODOLOGICALP.docxtroutmanboris
69 A METHoDoLogICAL PLAYgRoUND
5.
A METHODOLOGICALPLAYGROUnD:
FICTIOnAL wORLDs
AnD THOUGHT EXPERIMEnTs
The universe of possible worlds is constantly expanding and diversifying
thanks to the incessant world-constructing activity of human minds and
hands. Literary fiction is probably the most active experimental
laboratory of the world-constructing enterprise.
1
Although design usually references sculpture and painting for material,
formal and graphic inspiration, and more recently the social sciences for
protocols on working with and studying people—if we are interested in shifting
design’s focus from designing for how the world is now to designing for how
things could be—we will need to turn to speculative culture and what Lubomír
Doležel has called an “experimental laboratory of the world-constructing
enterprise.”
9808.indb 69 9/23/13 5:48 PM
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EBSCO : eBook Collection (EBSCOhost) - printed on 3/5/2019 7:43 PM via MONASH UNIVERSITY LIBRARY
AN: 672907 ; Dunne, Anthony, Raby, Fiona.; Speculative Everything : Design, Fiction, and Social Dreaming
Account: s8849760.main.ehost
70 CHAPTER 5
Speculating is based on imagination, the ability to literally imagine
other worlds and alternatives. In Such Stuff as Dreams Keith oatley writes
that “[i]magination gives us entry to abstraction, including mathematics.
We gain the ability to conceive alternatives and hence to evaluate. We
gain the ability to think of futures and outcomes, skills of planning.
The ability to think ethically also becomes a possibility.”
2
There are many kinds of imagination, dark imaginations, original
imaginations, social, creative, mathematical. There are also professional
imaginations—the scientific imagination, the technological imagination,
the artistic imagination, the sociological imagination, and of course
the one we are most interested in, the design imagination.
fictionAl WorldS
As Lubomír Doležel writes in Heterocosmica: Fiction and Possible Worlds,
“our actual world is surrounded by an infinity of other possible worlds.”
3
once we move away from the present, from how things are now, we enter
this realm of possible worlds. We find the idea of creating fictional worlds
and putting them to work fascinating. The ones we are most interested in
are not just for entertainment but for reflection, critique, provocation,
and inspiration. Rather than thinking about architecture, products,
and the environment, we start with laws, ethics, political systems,
social beliefs, values, fears, and hopes, and how these can be translated
into material expressions, embodied in material culture, becoming little
bits of .
title: Hypergame Principles in Science Fiction and Reality
subtitle: Hypergame Framework: A 3-Group Analysis System for Informed, Semi-Informed, and Uninformed Players. Navigating the Complexities of Hypergame Theory. A framework for understanding the complexities of simulated and manipulated reality in fiction and non-fiction.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"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.
Lecture "An Introduction to Game Research" by Mirjam P Eladhari. Given in 2010 as part of the course International Game Production Studies I at Gotland University in Sweden.
Pat Kane's presentation to BBC Digital Futures, 2006, on 'The Ambiguity of Play'www.patkane.global
On play and its light and dark side, how public service institutions should respond to the diversity of the web. Delivered by Pat Kane of The Play Ethic (patkane@theplayethic.com)
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Social gaming and new media literaciesKars Alfrink
Slides plus notes of the talk I gave at an event on social games organized by Waag Society and Mediawijzer.net on 23 October 2009. A blog post for this talk including additional notes can be found at: http://whatsthehubbub.nl/2009/10/improving-media-literacy-with-games/#footnote_3_119
Similar to "Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 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.
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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.
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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.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
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.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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.
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.
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
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.
A Strategic Approach: GenAI in EducationPeter 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.
CLASS 11 CBSE B.St Project AIDS TO TRADE - INSURANCE
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
1. Studying Video Games
as Ideological Texts
Sherry Jones
Philosophy, Rhetoric, Game Studies
Metro State University of Denver
Teaching and Learning with Technology Symposium 2014
October 24, 2014
sherryjones.edtech@gmail.com
@autnes
http://bit.ly/studygames14
3. Digital games, as
consumer products
primarily designed for
the purpose of
entertainment, always
have reflected the
cultural consciousness
of their consumers.
Like television, film, and
other forms of media
that came before it, the
digital game medium
expresses cultural
values of the societies
that can afford to
consume it.
Before we examine how
digital games reflect
cultural ideologies, we
need to define what
culture is, and what
digital games can do.
4. First, in the Lacanian sense,
culture is a symbolic system with
internal logic and meaning that
influence the thinking and
behavior of those who exist
within its symbolic order.
On the other hand, a digital game
is a logic system that contains
its own sets of rules and
representations, and can sway
the thinking and behavior of
those who play the game.
Both culture and digital games
function to impose logic and
order to maintain their own
system logic and integrity.
Essentially, digital games can be
used to simulate and
demonstrate the meaning of
cultural systems.
5. Mass consumerism has turned digital games into primary vehicles for expressing pop culture ideologies. For example, to create games that the
consumers desire, traditional AAA game developers maintain continual feedback loops of conversations between themselves and their
consumers to gauge interests, and would design games that make pop culture references with which the consumers may be familiar. AAA
games are thus consumer driven products designed to reflect pop culture.
6. However, the recent rise of the independent game developers, aka indie game devs, have expanded game development beyond catering to
consumer-driven ideologies. Indie game devs have created innovative games that address controversial and taboo topics avoided by
conventional game design. As a subversive act, the indie game development casts a self-reflective lens on the gaming industry and as a critic of
the consumerist culture that has dominated digital game development. Indie games are now legitimizing digital games as art.
7. As simulators of cultural systems, digital games present ideologies that we suspect, question, criticize, reject, desire, or even wish to
implement in real life. As ideological machines, digital games are systems that act as arbiters of cultural thinking.
8. Although some argue that other types of digital media, such as ebooks, streaming videos, or apps, provide users with some sense of
engagement and interactivity like digital games, digital games provide more than just engagement and interactivity by calling on users to “play”
within the game environments, to “follow” the game logic, and to “test” the limitations of the systems. As game players, we are challenged to
experience and learn the logic of the simulated culture though the act of playing.
9. Why are digital games important to education? The ability to experience simulated cultural systems, in addition to theoretical discussions
of how systems function, can lead to deeper understanding of how cultural systems promote ideologies, or normative worldviews that can
sway or oppress us. Considering Murray’s concept of the “plasticity of culture,” games can demonstrate how multiple cultures can
interact (even when cultural systems change according to shifting ideologies). The meaning of digital games can be explored through
various disciplinary lenses.
11. The Interdisciplinary Field of Game Studies
A new academic field called “Game Studies” has emerged for
considering the meaning of games. Scholars from various disciplines,
such as Semiotics, Futurism, English Studies, Women Studies,
Sociology, Physics, Engineering, Linguistics, Philosophy, History,
Media Studies, Social Sciences, Cultural Studies, Psychology,
Anthropology, and more, have applied critical theories to analyzing
the meaning of games. Given that each discipline offers its own
lenses for interpretation, and that games are complex theoretical,
narrative, and mathematical systems that should be studied with
multiple lenses, the field of Game Studies is full of interesting
interdisciplinary works regarding games, as well as regarding the
future of gaming. The following section provides example academic
writings about ideologies in games.
12. Game Analysis via English Lit.
Applying Lacan’s Gaze and Foucault’s Panoptic Eye to address the
ideology of institutional control in the horror game, Outlast:
“The game [Outlast] presents, then, the struggle between two
opposing understandings of ‘the gaze’ and spectatorship; the
powerless player inserted into the dangers of the scene being
viewed, after Lacan’s understanding, and the powerful supplier of
security technology, the game’s overarching antagonist, which
exemplifies Foucault’s description of the gaze as a cornerstone of
institutional control.”
-- Hazel Montforton
(October 5, 2014)
http://hazelmonforton.tumblr.com/post/99261706575/watching-and-being-watched-in-outlast-and-outlast
13. Game Analysis via History
On the significance of games to historical studies:
“I use this French expression, best translated as « being historical »,
in contrast with another form of History, l’histoire-connaissance,
the learned study of history. As we will see, these two concepts of
History are two entirely different creatures. The medium of games,
overall biased toward popular history, entertains through l’histoire-action
, with occasional niche crossovers into l’histoire-connaissance
. Finally, though l’histoire-action and popular history
are not the same thing, we will see how games bring out their mutual
affinities to the fore.”
-- Gilles Roy
(September 24, 2014)
http://www.playthepast.org/?p=4952
14. Game Analysis via Psychology
On the psychology of feedback loops and behavior formation in
games:
“In Diablo III, players quickly learn that elite monsters –for example,
color coded foes with unique names– have a much higher chance of
dropping loot. Thus players get excited when they see one and do
their best to smash it open like a gory pinata. It turns playing the
game into a habit. Let’s call that a loot loop”
-- Jamie Madigan
(October 2, 2014)
http://www.psychologyofgames.com/2014/10/the-psychology-of-destinys-loot-systems/
15. Game Analysis via Anthropology
On the player’s role as participant observer anthropologist:
“The player – or, more accurately, the act of engaging in an open-world
game – is anthropological. We – the player – are dropped,
quite like Malinowski, an outsider, into an “other” world a world in
which we must both retain our outsider status and continue to
engage and explore. . . . In Skyrim, we have to do quests, pursue
tasks, work as a soldier or intermediary in disputes. This gains us
new knowledge, markers on our map, status in the world. For
assisting at Whiterun – the first major settlement stumbled upon –
we move from being an outsider to becoming a valued member of its
community. For this, we are granted even more opportunities and
information.” -- Owen Vince
(September 25, 2014)
http://ontologicalgeek.com/malinowskis-beach-notes-on-play-as-anthropology/
16. Game Community Analysis via Sociology
On the Gamergate controversy through the lens of sociology and
feminism:
“For all of GamerGate’s hatred of “[Social Justice Warriors]” they
took no lessons from the threadbare realities that lay behind the
SJW stereotype. The phrase ‘social justice warrior’ was originally
coined on Tumblr to describe a dangerous tendency among some
leftist activists to aggressively and angrily pursue political goals
according to strict ideological codes, often to the detriment of
others, with no clear collective gain, but significant personal
aggrandizement. It is a tendency that I and many others have been
critiquing and thinking about long before GamerGate.”
-- Katherine Cross
(October 8, 2014)
http://www.firstpersonscholar.com/we-will-force-gaming-to-be-free/
19. ETERNAL RECURRENCE IN ATUM
Ex. Friedrich Nietzsche’s eternal recurrence.
1. Eternal recurrence is the theory that our lives
will repeat infinitely (rebirth). Since the
number of objects in the universe are finite,
and the combinations of those objects are
also finite, events must recur ad infinitum.
Therefore, it is impossible for us to escape
the present world. We exist in loops.
2. How does Atum express this theory? As the
player, are you free from the recurrence?
Why or why not?
3. Why does Atum reference Henri Poincaré’s
recurrence theorem and “The Unbearable
Lightness of Being” by Milan Kundera?
“Deductive Reasoning Time . . .”
20. LET’S WATCH! Gods Will Be Watching
Gods Will Be Watching
http://bit.ly/godswatch
21. EXISTENTIALISM IN Gods Will Be Watching
Ex. Jean-Paul Sartre’s Existentialism.
1. Sartre defines “facticity” as the givens
(language, environment, previous
choices, selves) that constitute our
“situations.” What facticity does one
face in the game situation?
2. How is one “condemned to be free” in
the game?
3. “Bad faith” is to adopt false value and
disown innate freedom. Explain the
concept in terms of the game.
“Deductive Reasoning Time . . .”
22. LET’S WATCH! THE STANLEY PARABLE (2011 MOD)
The Stanley Parable (2011 Mod)
http://bit.ly/stanleyparable2011
23. FREEDOM & DETERMINISM IN THE STANLEY PARABLE
Ex. Which view describes the level of Free
Will in the gameplay?
1. Determinism - All events are determined
by causal laws; freedom is an illusion.
2. Compatibilism - All events are
determined by causal laws; humans can
be free via internal motivations.
3. Indeterminism - Some events may be
random; freedom is possible.
4. Libertarianism - Humans can exercise
free will fully; freedom is possible.
“Deductive Reasoning Time . . .”
25. SEEING-THAT VS. SEEING-AS IN PERSPECTIVE
Ex. Ludwig Wittgenstein’s “Seeing-As.”
1. Wittgenstein explains we perceive
objects in two ways: Seeing-that
(reporting what we see), vs. Seeing-as
(noticing an aspect of what we see as
something). Seeing-as involves
recognizing the relation between the
object with another object or narrative
(i.e. context matters in perception).
2. How do aspects in the game affect our
“seeing objects as” something else?
“Deductive Reasoning Time . . .”
26. JOIN THE #METAGAME BOOK CLUB!
The #METAGAME BOOK CLUB, supported by the International Society of
Technology in Education (ISTE) Games & Simulations Network, invites K-20
educators to read and discuss books and academic literature about current
theories and trends in Gaming, Game-Based Learning, Gamification of
Education, and Game Studies. Fall 2014 edition of the book club will be held
from November 1-21, 2014. We offer 2 Reading Tracks:
● Reading Track 1: Academic Literature of current theories and trends in
Game Studies with facilitator, Sherry Jones.
● Reading Track 2: World of Warcraft: Rise of the Horde by Christie Holden
and The Power of Myth by Joseph Campbell, with facilitated discussions
by The Inevitable Instructors guild.
Join us by registering here!
http://bit.ly/metagamebooksignup
27. QUESTIONS? COMMENTS?
Sherry Jones
Philosophy, Rhetoric, Game Studies
Writings & Webinars
sherryjones.edtech@gmail.com
@autnes
Access Slideshow: http://bit.ly/studygames14