Publication 791

Bermeo J. (2012) Using games as a methodology for observing the observer. Ediciones Uniandes, Bogotá Colombia.
This publication constructs a methodology of active learning for observing the observer: the tool used is the construction of games. The basic question is: What actions can be taken to allow the subject to observe himself, and how can learning activities be used as a way of reconstructing the subject’s experience during the observation? The basic reference framework for the qualitative research is constructivism. The conceptual and philosophical analysis of research is second-order cybernetics, which gives relevance to the theory of the observer and the relationship between the observer and what is observed. For the construction of the games the group is organized according to specific structures, which make up a work network within the proposed experimental scenario. Every reflexive discourse (conceptual, informational and descriptive) on the describer’s properties system will be formed, at least, of the perspectives, dispositions and distinctions in the language of the observer. In this sense, to observe the observer is not a representation of analyzable, controllable and predictable process, rather to observe the observer will be interpreting the metaphors that constitute him or her at any stage of experimentation that is proposed. The usefulness of the game as a methodology for observing the observer means that it is possible to propose a comparison between the dynamics of the social system built by the participants in the application of the methodology and the networks that can be built in terms of the language used. Relevance: The publication addresses a methodological approach for learning to observe the observer. In von Foerster’s words, observing the observer consists of describing the properties of the describer. First, we start from a position in second-order cybernetics which turns out to be a radical constructivist position. Then, we make a connection between observer, constructivism, metaphors and learning. The game is the designing pillar and the tool used to incorporate the proposed methodology. The games follow rules: constitutive, regulative and strategic. The structure of the game uses ideas of syntegration by Beer, and reinterprets them in a scenario of experimentation called the Cybernetics of Cybernetics course. In the game, each participant experiences the world which constitutes the game and the role of the observer in observing. Some final remarks discuss the use, advantages and limitations of the methodology proposed.
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