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To construct, from Bateson's social ideas ranging from Naven to the 1979 Mind and Nature, a Batesonian sociocybernetics.
Abstract
Purpose
To construct, from Bateson's social ideas ranging from Naven to the 1979 Mind and Nature, a Batesonian sociocybernetics.
Design/methodology/approach
The paper considers Bateson's ideas about the delineation of systems by the observer, as they were taught to his classes in the 1970s and as they were expressed in the so‐called first, 1936 Epilogue to Naven, and shows how these ideas led Bateson to a skeptical, anti‐reificationist social cybernetics.
Findings
Bateson de‐emphasized system boundaries, instead seeing systems as creations of the observer and as arbitrary cuttings of a continuous web of cybernetic processes.
Research limitations/implications
Bateson's argument in Naven, a work originally published in 1936 and partially based in a sociological tradition which also forms some of the roots of Luhmann's thought, is surprisingly relevant to contemporary issues in second‐order cybernetics and sociocybernetics.
Practical implications
Bateson's skepticism about reification, and emphasis on the observer's role in the construction of system boundaries, can point a way for sociocybernetics to address those cybernetic systems which do not fit Luhmann's or Maturana's strict criteria for autopoiesis.
Originality/value
This paper attempts to show the sophistication and relevance of Bateson's social thinking to the field of sociocybernetics.
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Keywords
The key ideas of cybernetics have remained unknown or misunderstood by contemporary technological societies. The purpose of this paper is to consider how best to assist…
Abstract
Purpose
The key ideas of cybernetics have remained unknown or misunderstood by contemporary technological societies. The purpose of this paper is to consider how best to assist individuals outside the cybernetics and systems communities in learning key concepts of cybernetics.
Design/methodology/approach
The main approach used to make this case is consideration of how individuals can come to understand circular systems and circular causality. The paper makes a case that if we want to assist interested others in learning cybernetics, we can best do so either by identifying where interested others already have experiences that they can reinterpret in terms of causality through investigation, analysis, and conversation or by designing experiences such as interactive models and simulations that become the basis of each user’s inventing an understanding of circular causality, and then, through analysis and conversation, refining that understanding. It provides examples, in particular, the example of how learning to sail a small boat involves the sailor in creating an intuitive (and possibly formal) understanding of wind, water, and boat as elements of a circular system. The paper considers the ethics of assisting others in learning cybernetic concepts such as circular causality.
Findings
The paper provides an approach to understanding cybernetic concepts that can be used with students and adults of all ages.
Research limitations/implications
This paper ties together theoretical and practical considerations from a constructivist viewpoint.
Practical implications
Through the development of the example of the Greek helmsman, the kybernetes, the paper provides a point of departure for those in the cybernetics and systems communities involved in designing teacher-based or web-based materials for cybernetics.
Originality/value
The paper has value as a guide to practice.
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Keywords
The purpose of this paper is to learn from successful educational frameworks how to inform a possible framework for design education that includes ecological literacy, systems…
Abstract
Purpose
The purpose of this paper is to learn from successful educational frameworks how to inform a possible framework for design education that includes ecological literacy, systems thinking leading to more sustainable and ecological designs.
Design/methodology/approach
The author comparing two models for education, the first being that of the Polynesian Voyaging Society which re-emerged as a cultural and educational framework in Hawaii. Second that of the Center for Ecological Literacy in connection with the edible schoolyard. Both frameworks involve systems thinking.
Findings
Certain elements that may inform design education. Among these are attention and vision, values, care for nature, culture, community and learning based on systems thinking, exploration and perception of the environment. Language, traditions and a strong local grounding also play a role in the Hawaiian framework.
Research limitations/implications
The sources are from personal observations in design education and documentation material provided by educators. The groups with which these principles were enacted are children, whereas my goal is to inform a framework for higher education.
Practical implications
The shared characteristics used in the two frameworks might be used to inform curricula for design education from both theoretical perspectives and practical applications.
Originality/value
Polynesian voyaging and ecological literacy have both been very successful as educational frameworks since their implementation. Designing is necessary and design education can possibly learn much from these two examples to adapt to future changes. Ecological literacy, an educational perspective, incorporates ideas around sustainability, networks, nested systems, circularity and flows, and using this knowledge to create “sustainable human communities.” Traditionally this is not part of design education.
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Play and playful literacies shape essential spaces for belonging, connection, transformation and joy: from embodied immersions into fantasy worlds, to the creation of interest-led…
Abstract
Purpose
Play and playful literacies shape essential spaces for belonging, connection, transformation and joy: from embodied immersions into fantasy worlds, to the creation of interest-led groups overflowing with varied knowledges and identities, and the disruption of societal hierarchies through roleplayed restorying. Yet, theorizations delineating playful possibilities – while plentiful and varied – are often rigidly constructed in relation to neoliberally/biopolitically motivated notions of value, use and productivity. Imbued with forms of modern power, play’s full flourishing has been regulated and quelled, particularly within the realm of education. This study, a literature review, seeks to defy this fatuous notion of a frivolous play.
Design/methodology/approach
Drawing from research within the fields of literacy and educational studies, the author centers playful methods commonly trivialized in contemporary discourse, including in global out-of-school spaces (e.g. gaming clubs, improvisational theater groups), with popular culture texts (e.g. picture books, digital fanfiction) and for older youth and adults.
Findings
This exploration of play’s potential across lifespans, formal/informal learning ecologies and worldwide contexts foregrounds its intrinsic nature and essential entwining with socio-culturally/materially mediated forms of knowledge and communication.
Originality/value
With a unique focus on the playful literacies emerging across ages, spaces and places, this review advocates a turn toward the imaginative, messy, uncontrollable worlds of play in future research and practice.
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