SHERRY JONES

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2020. Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial Law, Mass Surveillance, and Other Dystopian Themes. Keynote Presentation. eLearning Consortium of Colorado Conference. (click link for recorded live streamed video)

2020. Future of Blockchain Education. Invited Talk. REIMAGINE 2020.  (click link for recorded live streamed video)

2020. C-Lab and Advance Colorado. Invited Talk on the Panel with the Colorado Department of Higher Education (CDHE). ETHDenver Conference. (click link for recorded live streamed video)

2018. Faculty Focus: Julie Puma and Sherry Jones. Invited Talk. Rocky Mountain College of Art and Design. (click link for recorded live streamed video)


BIOGRAPHY

Sherry Jones is a philosophy and game studies subject matter expert and instructor at Rocky Mountain College of Art and Design, where she develops courses on the philosophy and psychology of game design, and on the use of digital games in education. She is also a researcher in open education and of the potential in using blockchain technology to secure open educational resources (OER).

Jones has published scholarly writings on the ethical designs of technology and on the future of open education. Her most recent keynote presentation titled Ethics in Computer Programming and Game Design (2020) calls for a critical examination of the ethical issues as well as ethical codes applied in the technology industry through moral philosophies. Her most recent book chapter details her pedagogy for exploring Nietzschean virtue ethics by using a digital game as an interactive thought experiment: Life is Strange (2019). Chapter in Learning, Education, & Games Volume 3. Carnegie Mellon University ETC Press. Her most recent journal article proposes using blockchain technology, also known as Web 3.0, to solve OER's intellectual property and publication problems: A Solution to OER Publication Resistance: Using Blockchain Technology to Protect Scholar Copyright (2018). The International Journal of Open Educational Resources; the U.S. Dept. of Education, having interest in Jones' research, invited her to participate in the Summits on Education Blockchains, held on June 20, 2019 and January 10, 2020 in Washington D.C., to discuss policies on using blockchain technology to create digital identities and render educational data secure, accessible, and portable with zero-knowledge proofs.

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Jones also performs additional leadership roles in the service of education. As the editor-in-chief of The Liminal: Interdisciplinary Journal of Technology in Education (an open access journal hosted at the University of Denver’s Digital Commons), she serves as the primary researcher and author of call for papers (CFPs); she authored the 2019 CFP titled: “Higher Education’s Response to Fake News and Post Truth” and the 2020 CFP titled: “Higher Education’s Role in Smart City Development.” Working with the editorial board, Jones evaluates the quality and rigor of research articles submitted to the journal using a double-blind peer review process.

To advocate for the design, research, and use of games for learning in higher education and in the gaming industry, Jones serves as the steering committee board member of the International Game Developers Association (IGDA) Learning, Games, and Education (LEG) Special Interest Group.

To evaluate conference proposals about games for learning and provide educational online webinars discussing current theories and issues in game studies and game design, Jones serves as the chair-elect of the International Society for Technology in Education (ISTE), Games and Simulations Network. In her 2018 Ethics and Games Series that was offered to ISTE members, Jones used digital games as thought experiments for exploring western and eastern ethical theories by philosophers such as Mill, Kant, Nietzsche, Spinoza, Sartre, Hume, Confucius, and Laozi.

To emphasize the importance of ethics in the technology industry, Jones serves as an officer of IEEE Computer, Information Theory, and Robotics Society. Jones also serves as a judge for the Software & Information Industry Association (SIIA) CODiE Awards to evaluate the ethics, quality, and innovation of software and game solutions designed for K-12 and higher education.

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Jones has been invited to talk as a keynote speaker or as an expert panelist at many academic conferences and has presented her educational interactive projects and art installments at museums and other venues across the U.S. In 2020, Jones spoke on a panel with the Colorado Department of Higher Education (CDHE) about the C-Lab and Advance Colorado initiative to redesign the future of education with blockchain technology at the ETHDenver 2020 conference, the largest conference in the world about blockchain technology.

In 2019, the International Society for Technology in Education (ISTE) invited Jones to be a presenter for the ISTE Expert Webinar Series. Her talk titled, Writing AI Chatbots as Personas of Real People (Mar. 20, 2019), is on her pedagogy for creating and programming AI chatbots to express philosophical and rhetorical theories. Her AI chatbots, I Am? Chatbot and Laozi Chatbot, engaged the public with dialectic conversations about current issues that have far-reaching ethical implications.

In 2016, she built the Survive the Ethics mixed reality escape room exhibit with physical and digital games that was showcased in the Computer History Museum, located at the heart of Silicon Valley. And, in 2013, she created a massive open online course (MOOC) Rhetoric and Composition: The Persuasive Power of Video Games as Paratexts to teach rhetoric studies with digital games.


PRESS RELEASES

2020. How Blockchain Could Solve the Problems in Open Educational Resource Publishing. Blockchain Philosophers.

2019. Open Educational Resources: Pioneering Low-Cost Course Materials and Peer-Reviewed Scholarship. Wally Boston.

2018. Meet Fallout's Philosophers Who Are Obsessed with the Game's Intense Political Feuds. Wired UK.

2017. Breakout: Gaming to Learn. The Journal. 1105 Media.

2016. The Rise of Educational Escape Rooms. The Atlantic.

2016. ISTE Announces 2016 Research Paper Award Winner, Professional Learning Network Award Honorees. PR Web.

2016. Playing It Smart: How and Why Game-Based Learning Delivers Academic Results. District Administration.

2016. Sherry Jones. Virtual Education Journal.

2015. Game Design Across the Curriculum: Interactive Fiction-ing (Part 2). Educator Innovator. MacArthur Foundation. (click link for recorded live streamed video)

2015. Three Ways to Use Interactive Fiction to Engage Students. Bam Radio Network. (click link to hear the recorded live streamed podcast)

2015. Sherry Jones Interview. Game Vortex.

2015. Game Based Learning: Serious Educational Play. Getting Smart.

2015. What is Game-Based Learning? Student Outcomes.

2015. Game-Based Learning Practice. Student Outcomes.

2015. #Metagame Book Club Instructor Wins Colorado eLearning Educator of the Year. International Society for Technology in Education (ISTE).

2015. How to Apply Game-Based Learning to Course Curriculum. eCampus News.

2014. 10 Steps to Promoting Diversity in Gaming. eCampus News.

2014. #Gamergate -- and What It Means for Education. eCampus News.

2014. The Brave New World of Choicefic. Electric Literature.

2013. A Review of rgMOOC, Rhetoric and Composition: The Persuasive Power of Video Games as Paratexts. MOOC News + Reviews.


KEYNOTE SPEECHES, INVITED TALKS,

AND CONFERENCE PRESENTATIONS

2021, March 23. Ethics in Game Design. Invited Talk. ATLAS Seminars. University of Colorado. (click link for recorded live streamed video)

2020, December 10. Ethics in Computer Programming and Game Design. Invited Talk. IEEE Computer, Information Theory, and Robotics Society. University of Denver. (click link for recorded live streamed video)

2020, November 10. Register, Dominic, Kendal, Taylor, Ellis, Spencer, Jones, Sherry, and Hironaka, Jo. Collaboration Across Contexts: Reframing OpenEd for a Post-Pandemic World. Invited Talk. IEEE Computer, Information Theory, and Robotics Society. University of Denver.

2020, August 11. Jones, Sherry, Frazer, Jane, and Rees, Jonathan. Intellectual Property and Copyright Workshop. Invited Talk. Panel Discussion. American Association of University Professors (AAUP) Conference.

2020, July. Protect Intellectual Property Rights with Apps + Creative Commons. Invited Talk. American Association of University Professors (AAUP).

2020, June 6. Kendal, Taylor, Ellis, Spencer, and Jones, Sherry. Innovation and the Learning Economy; The C-Lab, OER, and Sustainable Goods. Invited Talk. Panel Discussion. GlobalMinded Conference. (click link for recorded live streamed video)

2020, May 21. Kendal, Taylor, Jones, Sherry, Camacho, Joel, Gonsalves, Ed, Canton, Lucas Gil, and Meredith, Ashlie. Future of Blockchain Education. Invited Talk. Panel Discussion. REIMAGINE 2020. (click link for recorded live streamed video)

2020, April 17. Teaching Bitzer’s Rhetorical Situation Theory Through Game-Based Learning. eLearning Consortium of Colorado Conference. (click link for recorded live streamed video)

2020, April 17. OER + Blockchain Technology for Decentralization of Academic Publishing. eLearning Consortium of Colorado Conference. (click link for recorded live streamed video)

2020, April 16. Ellis, Spencer, Jones, Sherry, Keefe, Thomas, Fasenmyer, Amanda, and Young, Kaliya. Smart Cities: What Role Does Education Play?. Invited Talk. Panel Discussion. eLearning Consortium of Colorado Conference. (click link for recorded live streamed video)

2020, April 15. Detention (2017, 2018) as Prologue: Using Games to Explore Ethics, Martial Law, Mass Surveillance, and Other Dystopian Themes. Keynote Presentation. eLearning Consortium of Colorado Conference. (click link for recorded live streamed video)

2020, March 31. C-Lab and Advance Colorado. Invited Talk on the Panel with the Colorado Department of Higher Education (CDHE). ETHDenver Conference (click link for recorded live streamed video)

2020, January 20. Summit on Education Blockchains. 2nd Session. Invited Participant. Office of Educational Technology. The U.S. Department of Education, Washington D.C.

2019, June 20. Summit on Education Blockchains. 1st Session. Invited Participant. Office of Educational Technology. The U.S. Department of Education, Washington D.C.

2019, August 31. Ethical Designs and Uses of Technology: Teaching Ethics with Games. Invited Talk. PA STEAM Fest.

2019, August 9. Embodying Morality Through Play: Using Games to Challenge Cultural Relativism. Colorado Learning and Teaching with Technology Conference (COLTT). University of Colorado.

2019, April 18. The Future of Moral Persuasion in Games, AR, AI Bots, and Self Trackers. eLearning Consortium of Colorado Conference.

2019, March 20. Writing AI Chatbots as Personas of Real People. Invited Talk. ISTE Expert Webinar. International Society for Technology in Education. (click link for recorded live streamed video)

2018, November 29. Faculty Focus: Julie Puma and Sherry Jones. Invited Talk. Rocky Mountain College of Art and Design. (click link for recorded live streamed video)

2018, October 20. Gamification in Education. Panel. Connected Educator Appreciation Conference. (click link for recorded live streamed video)

2018, October 5. Escape Rooms and Digital Games as Dynamics of Discovery: Learn Moral Philosophies and Ethics Through Game Play and Game Design. Keynote. Phi Theta Kappa Honor Institute.

2018, June 24. AI Bots. International Society for Technology in Education Conference (ISTE). ISTE Games and Simulations Network.

2018, June 24. Egalitarianism: The Unique Quality of German Board Games. International Society for Technology in Education Conference (ISTE). ISTE Games and Simulations Network.

2018, April 23. Learning Ethics with Fallout Shelter. eLearning Consortium of Colorado Conference. (Impact: Received 1000+ Views on Slideshare.net)

2016, October 7. Don’t Freeze! Survive the Ethics of a Mixed Reality Escape Room. Computer History Museum. International Play Summit.

2016, August 3. Perspective Based Learning Through Role-Playing Curriculum Design. Colorado Learning and Teaching with Technology Conference. (Impact: Received 700+ Views on Slideshare.net)

2016, June 28. Machinima: Symbiosis of the Participatory Digital Culture and the Game Industry. Keynote. ISTE Edumachinima Fest.

2016, June 26. Jones, S., Luchs, C, Novak, K., & Bennani, F. The Great Escape: Playing and Building an Escape Room Game for STEAM. International Society for Technology in Education Conference.

2016, April 7. Using Blockchain Technology to Maintain OERs and IPs. Intellectual Property Caucus. Conference on College Composition and Communication. (Impact: Received 700+ Views on Slideshare.net)

2016, January 8. Games as Logic Machines. Keynote. University of Colorado, Boulder. 

2015, August 6. Jones, S. & Novak, K. Metagame Book Club: Fostering a Community of Gaming Pracademics. Colorado Learning and Teaching with Technology Conference. University of Colorado, Boulder. (Impact: Received 600+ Views on Slideshare.net)

2015, October 23. The Perspective Game: An Epistemic Game for Civic Engagement. Metro State University of Denver. (Impact: Received 1,000+ Views on Slideshare.net)

2015, August 5. Epistemic Game Design for Collaborative Inquiry and Civic Engagement. Colorado Learning and Teaching with Technology Conference. University of Colorado, Boulder. (Impact: Received 800+ Views on Slideshare.net)

2015, April 16. The Ethics of Gamification and Gamified Learning. e-Learning Consortium of Colorado Conference. (Impact: Received 3,000+ Views on Slideshare.net)

2014, August 7. Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Learning. Colorado Learning and Teaching with Technology Conference. University of Colorado Boulder. (Impact: Received 1,000+ Views on Slideshare.net)

2014, October 24. Studying Video Games as Ideological Texts. Teaching and Learning with Technology Symposium. Metro State University of Denver. (Impact: Received 2,000+ Views on Slideshare.net)

2013, October 25. Gamification vs. Game-Based Learning - Theories, Methods, and Controversies. MSUD Symposium for Teaching and Learning with Technology Conference 2013. Metro State University of Denver. (Impact: Received 30,000+ Views on Slideshare.net)


PROJECTS

2019 (pending publication). Elocutio. Digital Game. Social Good Engine.

2018. The Ethics and Games Series. The Metagame Book Club.

2017. Blockchain and the Future of Higher Ed. eLCC Learning Technologies Award.

2017. Ethics AI: Don’t Freeze Edition. Translated French Edition. Digital Game. Canope.

2016. Ethics AI: Don’t Freeze Edition. Digital Game. International Play Summit.

2016, July 16. The Blockchain Effect on the Humanities and Game Design. The Metagame Book Club.

2015. Games & Psychology Series. The Metagame Book Club.

2015. Interactive Fiction and Education Series. The Metagame Book Club.

2014. Game Studies and Education Series. The Metagame Book Club.

2014. The Rise of Game Studies Series. The Metagame Book Club.

2013. Rhetoric and Composition: The Persuasive Power of Video Games as Paratexts. Massive Open Online Course (MOOC).


PUBLICATIONS

2019, November 15. Life is Strange. Learning, Education, and Games Volume 3. Carnegie Mellon University ETC Press. DOI: 10.1184/R1/10557950.

2018, Fall. A Solution to OER Publication Resistance: Using Blockchain Technology to Protect Scholar Copyright. The International Journal of Open Education Resources (IJOER). DOI: 10.18278/ijoer.1.1.8

2018, June 22. Learning Moral Philosophy and Ethics Through the Study of Video Games. Virtual Education Journal.

2017. Designing Seamless Learning Experiences With Role-Playing. Digital Tools for Seamless Learning. IGI Global. DOI: 10.4018/978-1-5225-1692-7.ch004

2016, August 17. Using Mixed Reality Escape Room Puzzles in the Classroom. ClassCraft.

2016, October 1. Understanding the Pokémon Go Phenomenon Through Augmented Reality Research. Pokémon Go – Back to School Advice Report. p.122-124. International Society for Technology in Education Digital Citizenship Network.

2016, October 1. Pokémon Go and Its Fit in Game-Based Learning. Pokémon Go – Back to School Advice Report. p.115-116. International Society for Technology in Education Digital Citizenship Network.

2016, March 24. Students Choose Their Own Learning Adventure with Interactive Fiction. International Society for Technology in Education.

2016, January 8. Games as Logic Machines: Learning the Humanities through the Logic and Paratextuality of Games. 2016 Graduate Teacher Program Conference. University of Colorado, Boulder. Keynote Speech Transcript.

2014. What are the Most Effective Uses of Gamification in Learning? How Gamification Reshapes Learning. E-Learning Industry (2014): 23. eBook.

2010, March 12. Web 2.0’s Response to Heidegger’s Challenge of Technology. Dept. of Philosophy. University of Colorado, Denver.


TIME TO PLAY A GAME.

Mario at LvL2

Source: Mario at LvL2