Real-World Cluelessness

Author(s):  
Michael Suk-Young Chwe

This chapter shows how cluelessness operates in the real world and offers five explanations for cluelessness. First, cluelessness can be considered as just another kind of mental laziness. Second, to enter into another's mind, one must imagine physically entering his body, and a higher-status person finds entering a lower-status person's body repulsive. Third, clueless people rely upon and invest more in social status because it provides literal meaning in complicated situations; people not naturally talented in strategic thinking gravitate toward status-mediated interactions, such as those within hierarchical organizations, because they need the explicit structure that status provides. Fourth, cluelessness can improve one's bargaining position and fifth, entering another's mind may inevitably lead toward empathy. To illustrate the relevance of cluelessness in the real world, the chapter applies these explanations to the U.S. attack on Fallujah in 2004.

Author(s):  
Michael Suk-Young Chwe

This chapter examines African American folktales that teach the importance of strategic thinking and argues that they informed the tactics of the 1960s civil rights movement. It analyzes a number of stories where characters who do not think strategically are mocked and punished by events while revered figures skillfully anticipate others' future actions. It starts with the tale of a new slave who asks his master why he does nothing while the slave has to work all the time, even as he demonstrates his own strategic understanding. It then considers the tale of Brer Rabbit and the Tar Baby, along with “Malitis,” which tackles the problem of how the slaves could keep the meat and eat it openly. These and other folktales teach how inferiors can exploit the cluelessness of status-obsessed superiors, a strategy that can come in handy. The chapter also discusses the real-world applications of these folktales' insights.


2014 ◽  
Vol 4 (2) ◽  
pp. 1-14 ◽  
Author(s):  
Maria Cipollone ◽  
Catherine C. Schifter ◽  
Rick A. Moffat

Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.


2010 ◽  
Vol 20 (3) ◽  
pp. 100-105 ◽  
Author(s):  
Anne K. Bothe

This article presents some streamlined and intentionally oversimplified ideas about educating future communication disorders professionals to use some of the most basic principles of evidence-based practice. Working from a popular five-step approach, modifications are suggested that may make the ideas more accessible, and therefore more useful, for university faculty, other supervisors, and future professionals in speech-language pathology, audiology, and related fields.


2006 ◽  
Vol 40 (7) ◽  
pp. 47
Author(s):  
LEE SAVIO BEERS
Keyword(s):  

2016 ◽  
Author(s):  
Lawrence A. Cunningham
Keyword(s):  

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