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Simulation-games as Educational Strategy for social harmony developed by julian gonzalez mina. The games required the participant to imagine non-destructive forms of overcoming peronal conflicts. The research explains which are the essential characteristics of the strategy and what conditions can effectively result in order to connect the latent knowledge of the students with the requirements of negative schooling.
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Simulation Games as Educational Strategy for Social Harmony
Simulation-games as Educational Strategy for social harmony developed by julian gonzalez mina. The games required the participant to imagine non-destructive forms of overcoming peronal conflicts. The research explains which are the essential characteristics of the strategy and what conditions can effectively result in order to connect the latent knowledge of the students with the requirements of negative schooling.
Simulation-games as Educational Strategy for social harmony developed by julian gonzalez mina. The games required the participant to imagine non-destructive forms of overcoming peronal conflicts. The research explains which are the essential characteristics of the strategy and what conditions can effectively result in order to connect the latent knowledge of the students with the requirements of negative schooling.
Simulation-Games as Educational Strategy for Social Harmony* Julin Gonzlez Mina 1 University of the Valley This research developed three games that required the participant to imagine non-destructive forms of overcoming peronal conflicts, and favoring social harmony, collective solidarity and non-violent forms to resolve conflicts in future social contexts. By conflicts in future social contexts, we understand this to mean the factors that affect social harmony between persons that share neighborhood activities, neighborhoods, family members, work and schooling. Four premises support this proposition. First is a recreational focus of communication as a mechanism of generating social fabric. The need of assuming the expressive competition of the students as an essential principle for transforming urban living into strategic resources of education for social harmony. The idea of convergance or synergy among the narrative, the expressive and the analytical in the popular urban culture results in an invaluable educational potential that the conventional school squanders by restricting the popular speech. And the idea is that the symbolic defecit is a key component of common violence in the urban life of Colombia. After testing the simulation-games with students of centers of Adult Education in Cali, the research explains which are the essential characteristics of the strategy and what conditions can effectively result in order to connect the latent knowledge of the students with the requirements of negative schooling. The research suggests that the resourceful use of this knowledge contributes to fortifying the project of the subject (Touraine, 2000) and it makes it more resistant to coercive control and many times violence of the communities and groups, and to the action so many times manipulative and destructive of the market and the media. The Problem Colombia demonstrates a significantly fragile social harmony (Garay, 2002) that favors the use of force and weapons to resolve some of its conflicts, an attitude which has turned violent homicide into the most important public health problem in the country. The inclusion of violence (26%) in the percentage of illnesses in Colombia is notable, in contrast with a percentage of 3.3% for Latin America and 1.5% for the rest of the world (Rubio, 2000; data from 1994). Violence is the main topic of public agendas and the central point of national, regional, and local policies. This fragile social harmony includes the armed political confrontation of the last forty years along with diverse types of interpersonal violence which is diffused, social, and not predominantly political. This research defines the conditions and requirements of simulation-games as a pedagogical strategy for education in social harmony and peaceful conflict resolution, incorporating as a problem of pedagogical design, the strategic integration of school culture with some aspect of the ordinary culture of the popular urban sectors. This study addresses two issues: on one hand, that of pedagogical research and particularly the construction of educational techniques and strategies for socially vulnerable school communities, and on the other, that of the study of popular urban cultures, kinds of social harmony, and the posibilities of reconstruction of the social fabric in contexts where there is a crisis of violence, unemployment, and poverty. To recognize the cultures and ways of life of the popular sectors as a requirement for the design of the simulation-games appears as the central problem of the proposal. This effective recognition implies the integration into the school situation part of the communicative dynamics of the students, since social exclusion is accentuated by the devaluation and belittlement of local knowledge, speech patterns, and the diversity of expressive recourses of the populace. But, on the other hand, to recognize this should not arise by chance from a school populism that revels in its culture without requiring and demanding from the adult student of the popular culture, the painstaking, detailed learning of intelectual learning which schooling should instill. Paulo Freire has already vaccinated us against this populist temptation, against the idea that the poor should not encounter any obstacles or tension in the learning process. This school populism is centered in a certain type of workshop mentality. And so, in this research, the basic problem was that of pedagogical design: how to develop a pedagogical strategy that would allow the recognition of the cultural dispositions of the student, Simulation Games 69 without avoiding the demands of scholarly disposition and without unwittingly promoting the culture of poverty (Lewis, 1969). Theoretical Framework and Purpose of the Study Culture of Direct Producers The culture and daily life of the urban inhabitants of the popular sectors are composed of complex relationships between what is local and what is foreign, of conflict between traditional and contemporary, of mixtures of memories, temporalities, and social wisdom of diverse historical and geographical origens. Popular urban culture is more than culture; it is a place where relations between cultures are established; media- driven and ethnic, techno-scientific and artesan, local and global, ancestral and emerging cultures. A still- useful distinction is that which Williams (1980) established for the purpose of considering cultural formations. For Williams the cultural dominion of the dominant sectors is never completely hegemonic; its dominion consists of extending and enlarging the recognition of (and in some cases, expropiation of) those practices and cultural dimensions of the non-dominant sector. In cultural formations, beside the dominant values are those which are archaic, residual, and emerging. Archaic refers to that which is recognized as the dead past, subject to a certain specialized revival by way of museums, the activity of students of folklore, or exotic tourism. Residual alludes to that which originates in the past but is still a living culture in the present. Residual culture, in some cases, is resistant to domination and integrates old values and cultural practices that in some ways are alternatives and even opposites to dominant contemporary values. But there can also be conservative forms of residual culture and ways in which the residual is appropriated and incorporated into the dominant culture. Lastly, Williams speaks of emerging culture, that is, the new meanings and values, new practices, new relations and types of relations that are continuously created (p. 146). The emerging new culture can be the object of intensive incorporation (adaptation), above all when it has to do with alternative and opposing values; or it can be the object of exclusion and marginalization. The popular urban cultures consider archaic elements as residual (sometimes resistent, sometimes appropriated and adapted in the domination) and emerging elements (sometimes alternatives to and opposed to the dominant values, sometimes integrated systematically by way of the dynamics of recognition and expropriation, and often simply excluded, rejected, and made invisible by the existing cultural formation). In communication practices these different dimensions of culture are articulated, expropriated, or suppressed, according to the inclusive or exclusive dynamics of each cultural formation. By communication practices, it must be understood, in first place, the social customs and ways of being together in the city that occur in the network of family life and blood relationships, by way of encounters and social celebrations, in the calendar of festivities, the community social fabric, diverse forms of organization of work in popular settings. In second place, the scenes in which this communication is forged domestic spaces, community streets and parks, shopping centers, work spaces, school campuses, factories, churches, social organizations, public and private beaurocratic institutions. In third place, the media that encourages, reinforces, duplicates, recognizes or models the emergent, the residual, and the archaic cultures. And in fourth place, the cultural practices in which there is unmediated communication gaming, dance, music, cuisine, eroticism, festivals, funeral rites, and customs regarding hygiene, health, and illness. It is of interest to the purposes of this research this specific concept of communication as an example of recreation and social recognition: that is, in the practice of communication, the stage and the means contributes symbolically to democratic society if it recognizes and acknowledges popular culture, and if it favors the constitution of the social fabric. In other words, if it supports the social life of the marginalized. What appears to be dispersed, contradictory, distant, or foreign is joined together and becomes linking knowledge and practicality for the urban majority in this type of communication. It is not too much to insist that communication can also be the instance in which exclusions are sanctioned, avoiding the representation of certain critical dimensions of social and cultural life (Sunkel, 1985, 2001), apropriating and deactivating the potential for resistance of the population. The simulation-games are supported by the idea that certain tyes of communication favor the transformation of the living culture into linking knowledge and linking knowledge into living culture; these are ways of recognition and inclusion of certain very powerful residual and emerging elements in the culture of the popular sectors, and are possibilities of reactivating and restoring cultures and latent knowledge in order to turn them into opportunities for survival. The residual and emerging dimension of Gonzlez 70 popular culture in urban contexts can be utilized by a project of social harmony with the condition of studying the communicative and recreative dimension of educational work. In order for these latent cultures to be transformed into living knowledge, there should be kinds of situations and specific social circumstances that transform what is latent into an active resource. To give an illustrative example: the ambulant vendors that work the street corners in the city of Cali have a routine understanding of directing city traffic, but this latent knowledge is only put into practice when the traffic lights stop functioning for lack of electrical current. Until the traffic police arrive, these street vendors take it upon themselves to direct city traffic, thereby avoiding bottlenecks and chaos, and in exchange, the drivers tip them. The vendors imitate the gestures of the police, their ways of pointing, and the traffic whistle signals, affirming in this way their authority as substitute traffic directors. And the drivers of vehicles concede to their authority as long as the power outage lasts. The traffic light failure is the circumstantial situation that forces the resourceful use of accumulated knowledge, and transforms latent and potential knowledge in an effective practice of social coordination. The essential notion is the unexpected failure. A situation that dislocates and breaks the routine order, an unforeseeable situation, obligating the use of latent knowledge or to make unconventional use of accumulated knowledge. The simulated situations in the simulation games are the equivalents of this unexptected situation, this power outage. They place the player in strange territory and requires him to improvise. This throws him into an unconventional situation that forces him to use his knowledge in an inhabitual manner (resourceful use of what is already known) or to call upon emerging, residual, and latent knowledge that favor non-violent convivence in complex urban life. What is it that students from the popular neighborhoods possess and that the simulation games can provide? What people in an urban atmosphere have is cultural capital, in one sense that evidently broadens the Bordian idea of cultural capital. They have routines and knowledge derived from either a short or long stay in the school system. They have a positive evaluation - above all, among the women of school, of literacy and the way that education can affirm their own lives (Gmez & Gonzlez, 2002). They have linguistic capital, manners of speaking, sense of humor, story-telling ability and a certain recognition of the value and implied power in the capacity for public speaking. They have an increasing quality of media domination, using television in such a way that they can make some types of social demands (public utilities, security, health, streets) visible in the world of media. They have the ability to recognize the languages of media, ridicule them, imitate them, and reinvent them in a way that is part of the Colombian experience of community television and radio stations, founded by men and women of the communities. They have a sophisticated knowledge of the city, an acccumulations of tactics and strategies to evaluate and apropriate advantageously what the city can offer them, to calculate where to purchase and locate material resources at the lowest possible cost. They have technical knowledge that permits some people to recuperate and refurbish certain kinds of technologically complex equipment, from autos to small appliances, telecommunication equipment to small machines for industrial production. The fact that a large amount of the food is prepared at home, that they resort to home remedies to care for some health problems, that they make a family library using clippings and collectible pages from newspapers, that in some places clothing is handmade or frequently repaired, that there is an abundance of types of work producing goods and services (auto mechanic, small appliance repair, food vendor and small restaurants, corner stores) that public utilities such as electric lines, water and sewage are many times connected illegally, that houses, schooles and streets in the popular communities are built by the inhabitants themselves, all of these show to what extent we are speaking of an enormous community of direct producers. Of course a euphoric and romantic reading of this situation is to be avoided. To build a house, a school, to sew clothing by hand, using local resources, reusing prefabricated goods, refurbishing what has already deteriorated, indicateds the serious precariousness and vulnerability of life for the poorest inhabitants of our cities. But the idea of a material culture of direct producers is essential for this study. In a community of direct producers in which the network of services, the market, public and private beaurocratic institutions are fragile and precarious, it is not strange that popular forms of direct justice enjoy a certain practical legitimacy. This direct justice operates when non-aggressive and non-destructive methods are used to try to resolve some conflicts , but also when violence and intimidation is resorted to for sanction, revenge, compensation, or to take advantage of another person. In both cases institutional and professional mediation (courts, police, public defenders, lawyers, judges, and police detectives) are avoided. Independently of the generality of the notion, the characteristic of capital is not what is possessed, rather it is only what is to the extent of what is achieved, or in other words, what is used to produce, to Simulation Games 71 reproduce it and enlarge it. To this accumulation of cultural capital related to urban survival that can be called latent culture, a resourceful culture, capable of making profitable certain goods and services in order to introduce minimal levels of wellbeing in adversity. It is, above all, a culture of urban people that manage to produce in a direct manner some of their material conditions of life. They are able to obtain goods and services, avoiding recurring to costly, professional, and distant public and private empresarial and institutional circuits, of the normal and integrated city. The narrative and expressive dimension of a simulation game The project designed three simulation games with their objectives and basic functions. The simulation games are, in a strict sense, an educational device and a language that produces situations and imaginary problems (simulated) related to the ordinary social harmony. In order to improve these situations, these unexpected failures, the players should invert and invest (in the two meanings of the [Spanish] verb: alter the senses and put into play) abilities obtained in urban life, they should use in a novel manner what is known and use in a practical manner latent knowledge (less evident). As a teaching strategy, the simulation games consider eight basic characteristics (see a brief description of the objectives and rules of each of the simulation games under the heading Findings): a) The simulation games are, in the first place, social laboratories. The idea of a laboratory indicates that the game is a stage of experimentation in which the particpants simulate, resolve and maneuver in modulated and modeled situations of conflict. They are not situations from practical reality rather models that are relatively schematic and simple, representacions purified from ordinary reality in which are prominent a few essential elements. This modeling allows the players to examine the given situations in a short time. A laboratory is a stage that permits careful examination and the control of the variables inherent in an object of study. The participants in the simulation games study and examine these modeled situations, that is to say, they articulate an implicit or explicit work hypothesis, they devise intervention strategies, imagine prospectively and anticipate the evolution of situations. For this they call upon a body of experiences and knowledge of social harmony, they employ their capacity of interacion in the group and use their ability to argue, represent, debate, and publicly defend their own idea. b) The simulation games have elements of contest games that have been popularized by the media, including reality shows. The simulation games combine the basic logic of mind games (basic problems, challenge questions, skillful answers, systematic attention to the rules of the game, etc.) and the competetive and athletic logic of broadcast sports events (rewards, penalties, accumulated points in order to decide winners, referees). Without exception, all of the simulation games have a rule book of rules and guidelines. They are played with at least two teams of between three and seven players, a jury composed of three persons selected from among the participants, and a game coordinator (the teacher of the course) who oficiates as card reader. Each simulation game includes several items of equipment: problem and challenge cards, illustrations, game pieces, and an hour glass for timing. In order to form teams, the groups decide on a name for themselves and are baptized with this name that is used throughout the strategy (several sessions of simulation). Baptizing the teams is a symbolic gesture of consolidating the sense of belonging to the group, a characteristic of broadcast sports events. Each simulation game develops a simultaneous dynamic of competition and cooperation. Since the games are played several times and during several sessions, and the players are people who know each other because they attend the same school, frequently the logic of the competition is almost completely replaced by that of cooperation, including between competing teams. As the players learn to play and improve their strategies, they understand that the true competitors are not the other teams, but rather a third party in the educative scene: the jury. The jury controls the game, intervenes to reconcile internal conflicts during the game, argues, explains, and debates their decisions with the competitors, resolves punctuation problems, and occupies a strategic and symbolic place more important than that of the coordinator, that appears on the athletic scene as a neutral figure. Finally, in the simulation games there is an explicit contract that later will be internalized and naturalized by the players. In the games played, the explicit contract indicates that, in no case should agression, threats, or violence be utilized in the simulated situations. c) They are games of simulation. The players are involved in the situation because they experience it as if it could really happen. The participants of the simulation tend to maintain themselves within the Gonzlez 72 limits and probable contextual references. The category of simulation has been employed suficiently by Baudrillard (1978) with rather pessimistic connotations associated with the idea of surrealism. The simulation constitutes a third epistemologic condition: beyond truth (in the sense of concrete realism) and falsehood or untruth, it would be a simulation, surrealism, that which escapes the duality of real/unreal. Next to this concept is the idea of simulation as a virtual model, associated with worlds of information and and electronic technology. In a third sense, that of the prospective of social phenomena, administration and economic calculation , the prevention of crisis in the social order, the simulated refers to the possibility of possible future scenes. In any way, in the sense previously mentioned, simulation appears as a phonomenon and a symptom eminently techno-cultural associated with a rationality of an instrumental type that seeks to calculate and anticipate the resources and investments necessary in order to reach certain desirable objectives. This investigation prefers the idea of simulation in the anthropological and cultural sense. Simulation belongs to the repertory of social skills that allows people to re-create, anticipate, and intervene in the world where they live. It is an appropriate knowledge in social life from earliest life, in the first games of childhood imagination which are realized in parodies, in imitation, in love games, in (auto)biographical narratives and in the ways of representing each one in public and private life. This capacity to anticipate social conduct and (re)present oneself in the social scene, is used by the participants in the simulation games in order to incarnate, re-create and imagine the totality of the situations and characters narrated from a beginning, a fragment, a small vignette which describes them. The simulation is as much the ability to anticipate as it is to reconstruct a complete scene stemming from a clue: it is indicative knowledge (Ginzburg, 1994) and an ability to construct mental models (Bruner, 1988) from which are interpreted these indications. d) They are narrative games. The narrations that form the situations of simulation games suppose that the probability of the narrated events are based in the fact that they would be possible, not in that they would reproduce empirical reality. These narrations are poetic in the sense that Gadamer (1991) remembers: while history only narrates what has occurred, poetry tells what always can happen (p. 49). It is the poetry of sleep and wakefulness, of what is being imagined that could be real, it is the poetry of ambiguity that necesitates the intensity of the interpretive work of the implications. And so, the simulation games presuppose the disolution of limits between fiction and reality. The imaginary characters are not fictitious in the sense of falsification because each player is in charge of placing them in same way in relation to his own history, his own biographical plot and his knowledge of the world of his life. In other words, each player projects them and assimilates them into his own experience. Simulation games contain blunt references to the popular urban world the neighborhood, the characters, the types of conflicts and problems, the language, roles, ways of thinking but they avoid stereotypical realism or characterization of poverty, the community and the life of the popular sectors. For this reason they emphasize the possible and desirable world, not the actual world. Each simulation game, each narration contains a symbolic dimension of a transcendent character. In the simulation game there is a certain escape logic with respect to concrete reality, as it occurs in a soap opera or in a party: the simulation game incorporates real life, but suspend momentarily its most tragic moments. A certain esthetic that compensates for the disillusions of ordinary life inspires it and supposes a project of reconciliation of the real world with the desired world. e) They are biographical games, that is, narrations that reconstruct experiences and paths of life of persons or personalities that are obliged to make decisions assuming the ambiguity and inconclusiveness of a life in development. The narration exposes life as a work in progress and forces the players to invest their experience and knowledge to find solutions and answers that the game cannot foresee or anticipate. And so, biographical alludes to the fact that lives are narrated, fragments of life, stories are told that express moral ambiguity and the complexity of a life whose final chapter is unknown. And like life, the simulation games are works in progress, in a sense that adapts in a flexible way the idea supported by Umberto Eco (1979): they are works in progress because the solutions to the given problems that the players can propose are unforeseeable; because the educational communities can add new proposals and rules to enlarge the repertory of the games; because the intensive participation of the players is necessary to finish them, and because the games can be played again and again without the same situations ever being repeated exactly. Simulation Games 73 f) They are expressive games. They imply an increase in expressive and communicative activity in the participants (students and teachers) who are transformed into actors, thanks to the simulation. The word actor is used here in the theatrical sense. The simulation game allows the expressive and communicative productivity from the temporary abandon of self in preference to the dramatic representation, to increase the levels of interaction and conversation, of debate and qualified conflict (non-violent), and enriches the encounter between different viewpoints. A simulation game is above all, a game of role-playing in which the participants incarnate and imagine multiple lives. It is about getting out of ones skin to put oneself into anothers place. For this they utilize a multitude of expressive repertoires. Against the general hypothesis that the popular sectors are excessively situational and argue very little, the wager for expressive work is supported by a what we have called a thesis of convergence or the synergy of what is expressive, analytical, and narrative. The basic idea is that analytical and persuasive ability is no more than a capacity that is learned in the institutional setting of the school system, that allows the separation of the debate and exposition of ideas, of the art of narration, expression and play-acting. The work of becoming a student, the long process of learning to write, the control of noise and excessive movement in school, of kinesis, are the practical way in which we learn to separate the expression, analysis, and narration. In this sense, it is not that there are no ideas and persuasion in the population with the least schooling. To the contrary, it is common to find very good ideas and persuasion, only that they emerge articulated in the narrative and expressive repertoire that gives them meaning. That is to say that what is lacking is habit aquired in the school environment of sifting and separating narration, the exposition of ideas and the representation of situations. The expressive and linguistic repertoires appear integrated, mixed, and mutually reinforced. For this, in the popular urban rhetoric, ideas are underlined with corporal gestures, raising the voice, or resorting to anecdotes; a story is told that contains and permits examination, by analogy or contrast, of a situation; or by the use of song to indicate to the loved one the tone and disposition of the desired love. The simulation game is a game of conversion and conversation. Bruner and Weisser (1991) allow the understanding of up to what point conversion is based in narration, in the self-disclosing biography, in the narrative self-examination, that is not a pious and confessional exam. In day-to-day self- disclosure, the narration of oneself and for oneself, are built the categories from which are reinterpreted the parts or the whole of a life. These re-interpretations are conversations, they are expressed as an I was like this and now I am or I was destined to be like this because as a child such and such happened to me. If autobiography and narration are told publicly, the mechanisms of conversion are accentuated, as some neo-religious groups recognize, the reality show or some forms of collective therapy. Therefore public exposure (the conversation with others) of autobiographic narration accentuate the conversion by conferring a commonly shared horizon, to which each one imagined as a singular event, a unique and very personal anecdote, an inexpressible and individual experience, never to be repeated drama. The conversaion makes the conversion (Flores, 1995), it permits access to epistemological clarity and new modes of interpretation that cast each one outside of his or her beliefs and common sense, and foster the recognition of unimagined perspectives in order to broach certain topics. To be human signifies to be linguistic, to participate in conversations in which are exchanged requests and promises, and it bears saying, in which relationships are socially generated. Human beings are the product of the linguistic relationships that they produce. The beliefs and desires of understanding of common sense emerge only in the relationships in which we are immersed or those which we aquire ourselves. In any case, the beliefs and desires are not primitive elements; they are produced in social conversations that we have inherited or that we personally engage in. (Flores, 1995, p. 65) As a exam of oneself and of others, as narrations and conversations, the simulation games aspire to cast each one momentarily outside of his own particular certainties and beliefs. g) The simulation game is a pedagogical strategy that can enlarge or independently develop part of an educational strategy. The simulation games can be used as components of a large educational project designed to develop discussion, whether ethical or moral, political or judicial in educational programs about harmony and conflict, about interpersonal relationships in the design of living projects. They can potentially serve to mobilize discussions and conversations directed towards evaluating local Gonzlez 74 living conditions in a specific community. In this sense, the simulation games produce their best educational effects if they form part of an larger educational strategy that uses them as a means of stimulation, proposing agendas and problems, diagnosing situations, evaluating moral decisions and probable types of conduct in situations of conflict. It should be warned that the simulation games are not entertainment or diversion, nor are they games in a strict sense, if we heed the distinction that is made by Maturana and Verden-Zller (1994). Playing is accomplished when we pay attention to what is being done at the moment when it happens, and this is what is now denied us by our western culture, calling us continually to focus our attention on the consequences of what we do and what we do not do. Therefore to say we should prepare for the future means that we should focus our attention outside of the here and now; to say we should give a good impression means that we should pay attention to what we are not but what we desire to be. When we operate in this way, we create a source of difficulties in our relationships with others and with ourselves, owing to the fact that we human beings are where our attention is, and not where our bodies are. To play is to pay attention to the presentPlaying has nothing to do with the future, playing is not some kind of preparation, playing is to totally accept what there is to do without any considerations that deny its legitimacy. (p. 144) The simulation games constitute an articulated educational experience of the experience of simulation: they are not games because they do effectively prepare for something, and they do attempt to project situations in the future, and they do try to visualize concepts and more or less formal educational content, and they do predefine conditions of legitimacy through the rules of the game. Nevertheless, they integrate the logic of the game by establishing a temporary suspension of what we ought to be in order to boost the creative use of what we are. In the adult and popular education of Latin America there is a long tradition of group techniques that utilize simulation: ice breakers for enlivening groups, prospective workshops based in personal experience and various forms of social dramas. The simulations are not foreign to the history of pedagogical innovations in adult and popular education. Nevertheless, the simulation has been used frequently as an instrument, in contrast to the work of education as such. It appears as a practical activity that precedes work that is more analytical and conceptual. First the social drama is presented, expressive games with paintings, theatrical representation using photographs, and later the time of reflection. The simulation games integrate analysis and expression in such a way that the most ludicrous is not instrumentalized or separated from conceptual work. The simulation games are at the same time, an analytical and a narrative or expressive challenge for the participants. The analysis of experiences does not follow the exercise of telling and expressing them. In many scenarios of social interaction, the simulation games aspire to stimulate better interaction and conversations from those persons who adhere to the traditional, illustrated schoolroom. This has to do with generating an adequate atmosphere of education where the learners can interact and cooperate for diversion, education, acting, verbalizing, learning, constructing ideas, apropriating contents, changing conduct, developing actions or formalizing plans, coordinating operations and designing proposals. The set of dynamics are the real content of simulation games as an educative process. Simulation games are offered as a possible scenario wherein is integrated what, in general terms, the school system is in the habit of separating. The strategic notion in this sense is that of representing what we indicated before, signaling the convergent triumph of what is expressive, analytical and narrative. When the learners tell stories, act out scenes, and expound ideas, they are articulating knowledge that they derive from the world with those whom the schoolroom requires. But, why this emphasis in the narrative and expressive dimension of simulation games? Why are they, in the final analysis, opportunities for the learners to reinterpret their own experiences, that is to say, are they opportunities to transform their experiences in effective knowledge and in experience, according to the perspective of Benjamin. Benjamin (1933) warned us about the impoverishment of human life in virtue of the impossibility of comunicating it, due to shock, excess, saturation, and he discovered (1936) an inestimable connection between the disappearance of story-telling replaced by the information and the progressive disappearance of the artesanal way of life and its rhythms, that is to say, the long time of merchants and travelers, of the old memories, the era of direct production. It can be recalled the passage in which is compared silence and the inability to speak of the soldiers who return from the battlefield in World War I with the state of drowsiness of the urban dweller who returns home at night after bearing the work and daily commotion of the city. Drained from many intense events in the city, they return empty, tired, and weary and long to liberate Simulation Games 75 themselves from these experiences. Shock in the product of events which occur in the contemporary city and which we cannot assimilate, interpret, and understand. This difficulty of making sense of them generates loss of feeling, that which is expressed in the unbalance, fleetingness and boredom of the urban world. We speak of the difficulties of transforming what is lived into knowledge, i. e., significant knowing, useful symbolic capital, vital understanding for changing and resisting. The construction of the sense of life requieres the practice of continual reinterpretation that only can be given in narration. But in order to narrate another type of time and space is required that is not that of speed and acceleration of a modern city. The most excellent story- tellers, according to Benjamin are the elderly and the travelers. They enjoyed sufficient distance in time (the elderly) or in space (the old fashioned merchants) to do artesan work on the story to transform life into experience that is entrusted to others who hear it. In distance another time and place is accomplished the interpretive work and allows the transformation of life into narration. In this sense, the simulation games portray the story of what is not said, and what is not talked about. They carry a therapeutic dimension when they stimulate a narrative which velocity suppresses. Is it not this that explains in part the success of the new religions of the protestant type in Latin America, in favoring a religious environment in which the parishioners - and not only the preacher are allowed to talk about their lives ? The simulation games can be understood as educative scenarios in which persons have at least some conditions where they can share their experiences from a world which is profoundly twisted by the velocity of machinery, of information, of the rhythm of industry, and the urban flow. And it is exactly that many of these inhabitants of popular neighborhoods, with their long sense of time, with the persistence of certain rituals of greeting and conversation, those who preserve certain story-telling abilities that the conventional school condemns and rejects when it sharply separates the exposition of arguments, the form of relating anecdotes and experiences. In this way adult education in urban contexts fails to utilize valuable symbolic capital. Violence and symbolic deficit The necessity of enlarging the symbolic repertoire, the expressive abilities, narrative competencies, self-examination, imagination for rethinking daily relationships with neighbors, has to do with a surprising evidence. A significant percentage of urban violence in Colombia is not associated with political violence but rather with crimes of passion, neighborhood conflicts, revenge between acquaintances or between those who share at least the same territory, and the armed agression of organizations linked to illegal activities. Common violence develops between people who appear to share ties, some type of previous social links and a common territory (neighborhood, commune, house, or workplace), and has as its background the deterioration of institutional capacity to handle social conflicts. Some data indicates that less than 20% of homicides in Colombia happen in combat or have a clear political motivation (Chaux, 2002, p. 41). Between 1970 and 1990 the number of violent deaths quadrupled (Rubio, 2000). The rate of homicides per 100,000 inhabitants rose from 20 to 40 annual deaths between 1960 and 1985 to levels of between 70 to 90 homicides annually in the 1990s (Rubio, 1999). According to Roberto Chaskel 2 , head of the department of child psychiatry of the Military Hospital, in Colombia, one child out of every 18 has seen someone murdered in real life, not just on television. According to Garay (2002) Colombia occupies second place in the American continent in the number of homicides per hundred thousand inhabitants, sixth in violation of human rights, third in the perception of public and private corruption in accordance with International Transparence. The country has a serious loss of credibility and confidence in the court system, associated with impunity, and there is a significant crisis of legitimacy in the institutionality of the State due to the skepticism of its citizens about its effectiveness and ability to represent them. In addition to all this, there is inequality and fraud. In 1989, for example, 67% of property owners owned 5.2% of the available land while 1.3% of property owners claimed 48%. In the dynamics of control and armed conflict over urban and rural territories, it is clear how Pecaut (2002) warns that whether it be in a popular neighborhood with its urban militias, groups of common criminals, paramilitaries or armed citizens, or whether it be in rural zones, above all in periferal zones and internal with low numbers of law enforcement personnel, where the economy is relatively marginal (illegal cultivation, strip mining), violence favors a climate of disconfidence in personal and individual interactions; it stimulates oportunism and the law of silence, and bolsters the forced withdrawal towards purely individual strategies (Pecaut, 2002, p. 56). In general, armed groups discourage forms of social organization in territories where they interfere, and intimidation creates a collective spirit of acceptation, transitory and opportunist from the arbitrary domination of some armed agents. Besides the difficulties of narrating and expressing the experiences that the Gonzlez 76 urban environment imposes, there are the added difficulties of uniting and reconstructing the framework of our daily violence. It has been a long time since public opinion has ceased to be manifested. Masacres committed on the outskirts of large cities only produce a sense of powerlessness. Collective emotions emerge when an important public figure is assasinated. Since these assasinations are practically never brought to justice, they do not contribute to a public outcry, but rather they are taken as news items that mount up without interruption, almost like gossip. Gossip has the same status as news bits. These items are conveyed without proof or comparison. From this there results an amazing absence of collective memory, which testimonies are quickly forgotten and into which fall previous events and fugacity of emotion. From this there also comes a lack of taking a stand against the problems which are most associated with violence, whether they have to do with the drug economy or with strategies against the guerillas. Everything happens as though the logic of violence were imposed, which causes silence to reign. (Pecaut, 2001, p. 68) According to Guzman (1993) the forms of violent homicide in neighborhoods are caused by persons who have lived a long or medium period of time in the city (not recent immigrants) with greater income than those who live in poverty; including youth with some schooling, candidates for the more or less structured forms of urban unemployment (that has less effect on populations with less schooling and more effect on those who have some level of secondary education.) Guzman also indicates that the principal victims of violent homicide are not the sectors that are seen as the most endangered (middle and upper class) that hire private security, but rather the popular sectors themselves. Frequently the occupation of the victims is worker, vendor, employee, and student. A transversal lecture by Lechner (1988) y Pecaut (2001) allows the establishment of an additional class of worker. For generations we Colombians have perceived that we are in a situation of permanent violence. This lasting and generational perception that we live in a long-time violence coincides with the first and most important social fear: the fear that the precarious order of our lives (home, family, work, loved one) could be snatched by another person (a criminal, the police, the government, neighbors, and friends). Pecault discovers that what at first sight seems paradoxical (high rates of violent homicide in a country that maintains relative stability in its democratic system and in the economy) are not contradictory phenomena, rather are in a certain sense, complementary: Order and violence are not created separately, rather they are two sides of one coin. Order is not built on a base of a violence always ready to break forth, violence flies to help order which has not been established (Pecault, p. 27). Violence has produced fear of loosing the order of life. The defense of this order although precarious, will become the source of new conflicts because with the possibility that it could be snatched from us, appears a complementary and opportunist reaction: to organize defensively or offensively to make the best of the situation. The logic of self-defense is based in the criminal organization that dominates the neighborhood or a greater territory, in the beaurocratic snarls that mobilize the sacking of public property, in groups of social cleansing that lynch and assasinate in the name of reestablishing security, in the citizens that build a wall that impedes free access to a public space. This mechanism explains in part why as Pecaut (2001) said, "in the case of Colombia, the violence, once unleashed, spreads so easily across all of society and institutions, it confounds the point of reference which have been established, it places on the scenario an imaginary and redefined aspect of a 'normal' phenomenon that can be prolonged without arousing surprise or indignation (pp. 27-28). In this way, the political violence of the mid-twentieth century are tied together in terms of collective memory with the urban violence of the 1980s and are connected with the common perception that the crisis of unemployment and insecurity will be indefinitely prolonged and endanger jobs, property, and life. The existing limitations for reinterpreting that violence which affects us, for declaring national mourning periods for the dead and injured which are left by violence, in order to show solidarity with the victims and impose social and legal sanctions on the perpetrators, is translated into incapacity to dispose publicly of the evils derived from violence, to articulate a more vigorous public opinion capable of rejecting cruelty, of translating pain and helplessness into symbolic actions of numerous protests and resistance to violence. Although there have been a series of events that signal the emergence of certain forms of organized and active resistence to violence, the process barely begins to settle and to gain strength as an autonomous civil movement. The indigenous marches of the communities of Cauca (2000, 2001), the public reactions to the masacre of Bojay in Choc (2002), the public mobilization of black women under the slogan The Pazharn Women (2002), are some pertinent and significant indications. Simulation Games 77 We can label the difficulties in articulating a narrative with sense and imagination of the national and urban violence a symbolic deficit or a deficit in the representation and public expression of violence, and, in general, the limitations in including and representing an important volume of experiences, actors, and dimensions of our collective history. These difficulties have to do with the precariousness of the public space required for it. This public space is consituted slowly and over a long period of history through diverse forms of social groupings and sociabilities in which the conversation and the sharing of narratives and the collective imagination retells the peoples own collective history and its tragedies. In Colombia, this public space where the retelling of our violences has been inhibited, supressed, substituted, or replaced by the protectionistic action of the government and the political parties, by the influence and power of the Catholic church in public life, by the intimidation or utilization that from the movements or social organizations are made to be armed participants, either legal or illegal, for the diminishment of public opinion about that which is broadcast by the mass communication media, and by the kidnapping of the national memory by educated people and the clergy (Martn-Barbero, 2001) that in making the official history, the history legitimized by power, eclipsed 'the writings of the excluded ones', these writings of the resistence whose multiple and contradictory memories are struggling to reinvent the political and cultural map of the nation" (p. 10). And connecting with the problems that involve generating places of encounter and collective recognition in cities that are becoming continually more heterogenous and complex, poorly planned, overflowing with a demographic growth that could not be anticipated. The symbolic deficit alludes to the difficulties that we have in taking charge of narrating some cities in which the diversity and the conflictive social heterogeneity are on the increase. The symbolic deficit is expressed as the absence of a national story including that of common citizens (Pecaut, 2001, p. 27). Adult education, popular education, and the projects of social intervention in our cities have to face this symbolic deficit. Much of the success of popular education, of community development and of the projects of social intervention occur in rural communities, in small villages or in relatively homogeous popular neighborhoods. The rate of success diminishes in urban surroundings or with more culturally heterogenous groups: urban youth, in normal popular neighborhoods, families with children and youth born in the city (Gmez, 1994). In the phase of combative solidarity of the popular neighborhoods during the processes of invasion, exappropriation of property and installation of the first houses the projects of intervention, of popular education, of community development are very efficient because they are adequate for this stage that promotes mechanical and opportunistic solidarity (Coraggio, 1993). Even the efficiency of these projects of intervention is prolonged until the first phase of normalization of the neighborhood, when the social fabric of the neighborhood is first being configured, with its first organizations of community activity and community work groups. But everything becomes complicated in the next phase of normalization of the neighborhood, when the first forms of intensive privatization appear, goods and services are aquired that represent social ascent electrical appliances, home improvements and additions, access to a private vehicle, domestic borders are built associated with the personal and family progress and elevation of living standard. And the whole system breaks down completely during the phase of breaking with the longstanding neighborhood heritage, when new social and individual aspirations are developed that devaluate it or question it. It is a rupture caused by the youngest members, the new generations, by the women who look for jobs, by the newly arrived, by the new inhabitants and by new waves of invadors (of a poorer class, displaced by armed conflict). These segments of the population signal a new stage for the neighborhood and a new horizon of expectations distinct from those of the founding fathers. In many occasions, the old invadors of yesterday reject and make very disparaging remarks about the poorer recent arrivals. In some way, the current difficulties of popular education have to do with the fact that the communities tend to become unstable and to disappear upon their insertion into the urban surroundings, because they are trampled by the market and the media because people from different origins and social history share a common territory, and because in them spring conflicts that are no longer expressed as a fight against another external adversary (the government, the landowners, the police that try to expel the invadors) but rather as internal fights with fellow residents. For this reason it is indispensible to renovate the methodological tools, abandon the tentative levelers and overcome the romantic and immature idea that believes that the urban and popular neighborhoods are necessarily communitary and united, homogenous and internally articulated. To assume the social diversity of which a community is made is to begin to understand the size of the challenge and the difficulties that are involved, and that obligate us to rethink the educative work that we are carrying on there. Only in this way can we understand the neighborhood violence, the interfamily violence, the forms of agression that prosper in what appears to be a collectivity of women and Gonzlez 78 men, children, and youth who know each other. In many cases, social conflict and agression are connected less with the absence of links - that is, the erosion of the social fabric than to the intensity of pre-existing links. Bourdieu (1991) knew how to warn us how the great subjective differences are built on small objective differences between those who share intense ties and nearness. Consequently, neighborhood conflict is, above all, conflict between persons who have strong ties (affective, symbolic, laboral, territorial, or brotherly), where the small objective differences can be the source of dramatic conflicts and agression, as occurs between gangs of youth or in the conflict between neighbors. The forms of inherited social links explain why in the neighborhoods there is such solidarity during funeral rites, the reason for the forms of coertion, intimidation, violence, and collective terror that are enmasked under the law of silence. The intensity of these ties explains the capacity of local processes as well as the tranformation of this organizational knowledge into the opportunistic acceptation of rings of criminals and selective violence towards some members of the community. The social fabric serves to mobilize social revenge but also to negotiate in a patronistic fashion the resources that should yield public benefits. This is not about taking possesion of or stimulating an ingenious strengthening and development of the social fabric, but rather of designing games that permit the learners to examine and critically evaluate these relations. Touraine (2000) has illustrated for us the risks that certain excessive communitarianisms involve that are translated into authoritarian exercises and forms of oppressive control over the persons of a community, a family, a social group; and has allowed us to understand that the strengthening of the local communities, of the close social ties, of the small community, does not necessarily result in more democracy and greater capacity to resist the desocializing and massive effect of the market and the media. It is necessary to resist the authoritarianism of the small community as well as the dissolving and disorienting effect of the mercantilization of social life, through what he calls the project of the Subject (p. 21), that is, becoming an actor and jestor of the social world and the history that we live. The Subject has no other content than the production of himself. He serves no other cause, no other value, no other law that his necessity and his desire to resist his own dismemberment in a universe in movement, without order or equilibrium (p. 21). This is the utopic horizon of the simulation games: they should give the participants not only ties and a better social fabric, but also projects of the subject, personal projects that allow them to resist and creatively reinvent their own conditions of social harmony in very heterogenous and socially diverse contexts. To examine the biographical type of narration that identifies each one, helps to explain this social heterogeneity of which the urban community is made and its long history. What is biographical appears to us as the first and most immediate form of beginning to make this recognition that allows us to confront the challenges of this diversity. In the biographical dimension it is possible to recognize, although in a fragmentary and partial way, the different points of view of the social conflict and to understand how the socially different experiences lived in a common space (the family, the neighborhood, the school, the community) are expressed. The simulation games are founded in a central belief: the symbolic deficit can be partially overcome through an educative setting in which, to examine a modeled and modulated situation, the learners are obligated to advantageously use their life experiences and cultural capital. This implies an understanding and learning that to treat conflicts in a non-violent manner and to procede in an inclusive way, is a greater and more difficult challenge than to procede toward the exclusion or the extermination of the other, but it is more intelligent and socially profitable. Specific Questions of the Study 1. What should the technical requirements, the operative conditions and basic concepts of the simulation games be in order to yield a productive pedagogical strategy in the processes of education for social harmony and for educative programs in which participate youth, children, and adult laborers from popular urban sectors? 2. How do expressive and communicative dynamics, prodded and stimulated by the simulation games, relate to the processes of learning and construction of socially significant knowledge achieved by the learners in the school environment? Data Collection and Analysis The field work consisted of the following tasks: Simulation Games 79 1. Identification of the kinds of interpersonal violence adaptable to study by way of the simulation games. 2. The revision of the models of educational games that within the environment of intervention have been developed in Colombia and some other countries in Latin America in order to establish criteria and basic principles for the simulation games. 3. Interviews, informal conversations, discussion groups and trials of simulation games with some students from three centers of adult education in Cali, in order to identify skills and abilities in dealing with conflict, evaluations, and conceptions about playing the game, and gathering stories adequate for adapting to simulation games. 4. The process of constructing the simulation games. Identification of the kinds of interpersonal violence adaptable to study by way of the simulation games In order to identify the kind of violence that the simulation games would study, we examined some literature about violence and about the relationships between violence and life history, and we examined an educational experience oriented to the development of abilities for peaceful conflict resolution entitled, Wed Better Talk, of the Institute CISALVA (Institute for Research in the Prevention of Violence and Prevention of Social Conflict of the University of the Valley). The project, Wed Better Talk collected from the city of Cali true stories of personal conflicts that were resolved in a non-violent fashion. These stories were broadcast by way of the news media in order to encourage the public to try to imitate and model them socially. After examining 80 cases of conflict documented by the project, Wed Better Talk, and after evaluating the available literature, we found the appearance of six kinds of recurring violent conflict: a) interfamily violence (child abuse, sibling conflict, marital conflict, parental conflict, and conflict between relatives); b) violent neighborhood conflicts (due to property line disputes, gossip, sewage problems, electric bills, domestic animals, such asdogs, etc.) c) the conflicts between groups of teenagers (tension between rival gangs, between groups of teenage friends, between students from different schools); d) the violence associated with celebrations and drunkenness (parties, soccer games, bets); e) the violence associated with romantic conflicts and of friendship (because of jealousy, gossip, unfaithfulness in friendship or in love) and f) the conflicts related to the workplace (over money, property, the quality of service rendered). In almost all of the cases documented by Wed Better Talk various related or simultaneous conflicts were present. Of the 80 cases that were studied, 50% (40) of the cases refer to simple interfamily conflicts and interfamily conflicts associated with other conflicts; and 16.25% (13 cases) corresponded to neighborhood conflicts; 16.25% to conflicts between friends, couples, in relationships of friendship and love, and all associated with gossip and/or parties; 8.7% (7 cases) to conflicts between groups of teenagers and associated with celebrations, parties, and drunkenness; and 8.7% (7 cases) related to school and the workplace (7 cases). This revision allowed us to define the kinds of violent conflicts that we would examine by way of the simulation games. There would be five: conflicts between neighbors, conflicts associated with structures and local organized crime (the presence of gangs in the neighborhood, imagined or real threats to the local security), family violence, the violence associated with romantic conflicts, passions or friendships, and the conflicts associated with unrestrained social events (Maffesoli, 1985, 1990, 1993) in which alcohol, drugs, soccer games, and festive celebrations unleashed aggressive practices. We left out conflicts which were less interpersonal and more collective, that is to say, the forms of violence that derived from exclusion and social isolation affect the poorest classes and that require a further reaching kind of public and political mobilization. For example, we did not directly address the conflicts stemming from habitational structures and minimum family space, or from the neighborhood difficulties with public utilities (water, lighting of public places, electricity, parks, roads, public transportation, telephone), illnesses brought on by precarious living conditions, the crisis and problems related to the supply of food and nutrition, types of excluding, stigmatizing, and criminalizing of the popular sectors by means of the media, the police, and in the daily perception of the citizens of middle and high socioeconomic class. In other words, we did not directly examine the violence contained in poverty and social exclusion, which would necessarily introduce a bias and limit the reach of the proposal and the research. The revision of the models of educational games for projects of development and social intervention We revised several sets of educational games used in intervention projects, adult education, education for community development, and education for social harmony. We examined some from the High Gonzlez 80 Commissioned Peace Office, the Raphael Pombo Foundation, UNICEF Colombia (pedagogical commission), the project Enlaces (Ties) (for the prevention of drug addiction), and the Free Fun Foundation. We also analyzed the experience of simulation games that we did in 1995 in the district of El Rodeo in Cali. The examination of this repertory of games allowed us to recognize at least four persistent problems in the kind of educational games that some educational and social institutions create. In the first place, they are closed games; that is to say, they foresee the contents and educational solutions to the challenges that are presented, by way of a set definition of true or untrue answers previously codified in the game. In second place, there is the utilization of the ludicrousness of what appears as make-up for a typically school-based educative dynamic. In other words, in the strict sense, they are not games, rather schoolroom dispositives that recur frequently in the form of familiar table games (parcheesi, poker, checkers) to innoculate against instructional content. In the third place, they are not games that permit repetition, they end quickly because the players soon learn the internal logic of the game, they foresee the answers that they should give and they learn to calculate which are the correct forms of conduct and the foreseeable solutions. In fourth place, they are games that lend themselves to the simplification of literature and the excess of illustrations in order to make the game accessible to a population of poor readers. The proposal of simulation games preferred to go in the opposite direction: open games in which the solutions are not foreseeable; games in which the skill and ability of the participants to judge the quality of the suggested proposals; games in which the complexity of the situations and the stories is not diminished, and the presence of a coordinator reader is relied on, who is a good reader and is capable of reconstructing the stories and the instructions. In this way, it is not necessary to diminish or excessively simplify the narrations and the complexity of the game. These criteria were key in order to proceed toward the design of the simulation games. Interviews, informal conversations, discussion groups, and trials of simulation games with some students from three centers of adult education in Cali The field work was done in the Center of Adult Education of the Mustard Seed Foundation in the district of Aguablanca; in the Center of Adult Education in the district Polvorines, and in the Center of Adult Education of the Foundation Nacederos from the district of Mujica. Each center is located in the most impoverished communities of the city. We conducted some interviews and informal conversations in the three Educational Centers. We also held four discussion groups (Ibaez, 1992) in two of the three centers of adult education. The topic as it was foreseen in the theory of Ibez was introducing thematic agendas that emerged from the ones that the research originally considered: notes appeared about the problem of violence in the world, the crisis of collective values, the excessive commercialization of interpersonal relations, the difficulties of communication within the family, forms of punishment for children, the fear of loneliness and abandonment. Each discussion group was held with seven people (men and women) from two centers of adult education. The information that was gathered in these discussion groups and in the interviews served to diagnose kinds of neighborhood and family conflicts, imagined forms of solution to these conflicts, personal and family histories of social conflict, stories to re-create in the simulation games and types of evaluation of the game as an educational and formative resource in their lives. The interview consisted of four parts: a) a brief personal biography and history in the district, the home, and the neighborhood. b) Anecdotes and stories about the social conflict in the district, the family and the neighborhood. c) Inquiring about the disposition and competence of the subjects of the interview for the game and public oral communication. d) Attitudes and conduct in certain events and situations of conflict. Twenty-four persons (8 from each center of adult education) participated. 13 women and 11 men. The ages of the subjects of the interview ranged from 13 to 71 years. There is diversity in their social and productive roles: housewives, an ex-member of a gang, retirees, unemployed, construction workers, storekeepers, domestic workers, ambulant salespeople, mechanics, janitors, and small home-based business owners. In addition, we asked them to describe their opinions about the four situational models of interpersonal conflicts to identify some of the types of moral and ethical judgement that they routinely exercise in their daily life. The first situational model is as follows: You have a very low class neighbor who leaves garbage in front of your house, he likes to insult you or your family over insignificant things, he turns his vicious dog loose anytime he likes. He has a gun and is dangerous. At night he comes home drunk and starts making noise and wakes up the neighborhood. One day you discover that this neighbor has your television that was stolen. You are Simulation Games 81 furious and decide that you are going to be done with him once and for all. Honestly, what would you do about him? The second situational model is as follows: Things in the neighborhood are very difficult and a well organized gang has decided to charge you in order to leave your house and your family alone and to charge all of your neighbors as well. Since the gang was organized, all of the robberies have stopped, everybody can leave the door of his house wide open and nothing is stolen. The gang steals in other districts and traffics in drugs and weapons; but your neighborhood has become exceedingly quiet. A friend of yours is a member of the police force and he lets you know that they are going to raid the neighborhood and capture the gang leaders. What do you do? Do you warn them? Do you act like you know nothing? The third situational model is as follows: Teresa is a married woman. Her husband mistreats her and has a mistress. He has told Teresa that he no longer loves her. But Teresa continues to be in love with him in spite of everything. But she met another man that she likes a lot. His name is Pedro. Pedro has invited her to visit him and this afternoon Teresa takes a cab and goes to see him. After making love and having a good time, they start arguing over something insignificant. She insults him. So then Pedro tells her that he doesnt care for her any more and that he is tired of seeing her and he forces her to go home at near midnight in the rain. Teresa tells him no, that she wants to be with him, and Pedro who is furious, kicks her out of his house. The neighborhood where Pedro lives is dangerous at night. Teresa sadly starts toward the street to look for a cab, but at this time of night it is difficult to find one. As she heads toward the avenue, a man assaults her and gravely injures her in order to rob her purse. Teresa dies in the street. Who is to blame for Teresas death? The fourth situational model is as follows: There is a family composed of father, mother, three daughters 14, 12, and 10 years old and a son, 4 years old. The mother works as a waitress and the father as a cab driver, but he is unemployed at present. He mistreats his wife, hitting her and brutally punishes his children all day. While he is away the children are happy, they talk animatedly and have fun among themselves. But as soon as he comes home everything changes: they are terrified of him. The wife suspects that while she is working he carries on an incestuous relationship with the two oldest daughters; but she doesnt dare say anything to him because she is afraid of him. She has explained to her daughters what they should not do with men (including their father) and she holds them responsible if something does happen to them because she considers that they have been warned. The father is agreeable toward the daughters when they give in to him and he turns into a monster when he finds them talking with their friends or out of the house. What do you think that the daughters and the mother should do in these circumstances? The revision and analysis of the material, the classification of the answers and the contrast of the findings allowed us to identify among the subjects of the interview and the participants in the discussion groups, the following indicators and abilities that favor social harmony in neighborhoods with precarious living conditions: 1) The rich density of oral traditions and forms of popular expression that contribute to building a powerful collective narrative and vigorous ways of spreading wisdom, customs, and tactics of non- violent social harmony. 2) The forms of neighborly solidarity in strategic moments: death, illness, interfamily violence, robbery, local tragedy. At times, in a definitive way, the powerful recognition of another in the neighborhood provides the conditions for a joint action of solidarity, defense, and partial support. 3) A powerful appreciation and recognition of territory, motivated by a more or less prolonged stay in the neighborhood. There is a memory of the territory and a recognition of the territory, of the neighborhood, and when there were no sophisiticated ways to achieve private seclusion. There are ways of social and civic organization associated with the joint resolution of strategic problems: tactical clientelisms, community organizations oriented to the solution of immediate problems, religious clientelisms, joint neighborhood associations. 4) A vocation of participation and associative activism, in particular among adult women and the youth. 5) A positive evaluation of the educative action and of the school (above all among adult women) in contrast with what can happen with young students of the integrated sectores who perceive a certain Gonzlez 82 devaluation of titles and school credentials. Of the students from the Centers of Adult Education who participated in the research, almost 5 of every 6 were adult women who were mothers. 6) Laboral resourcefulness and diverse forms of coping in poverty and precarious conditions. The configurations of popular markets, non-traditional forms of doing business, bartering, loans between friends, family or neighbors, credit in small businesses that allow small daily payments. 7) Flexible and innovative forms of social harmony derived from the non-privatization and excesive individualization of ways of life, of informality in agreements and covenants that do not depend on beaurocratic or institutional legality. 8) Associated with the purposes of roots and stability in the neighborhood, diverse initiatives for building wealth, improvement and increase in the stations of life prosper. It has to do with making the neighborhood a warm and secure place. This is translated, for example, in a dynamic of comfort and maintenance of the spaces within the popular neighborhoods (sweeping the streets by the housewives, taking care of the sidewalks, desire to build parks for the children, planting trees, gardens, special celebrations for children and the elderly, painting house fronts, repair of asphalt). Signs of dignity in precariety. 9) The ability to map the neighborhood in terms of positive and negative relationships, and the capacity to anticipate and detect possible sources of conflict and future agression. 10) The ability to detect, in the case of mothers, possible factors of risk and going astray for their own children (rape, drug addiction, association with delinquents) and in some cases, solidarity between women and mothers to control and watch each others children. 11) A positive view of the collective future of the neighborhood although, at the same time, they see a significant deterioration in their personal working conditions, income, and salaries. The majority of the participants in the discussion groups and interviews said that there are clear indicators that, in spite of the problems of violence, their neighborhoods have improved and they expect them to be even better. On the other hand, some indicators appear in order to understand how some forms of routine social violence are reproduced in the space of the popular neighborhood. 1) Low interest in dealing institutionally with local social conlicts by way of a neutral third party: the police, the courts, the community action groups, the justices of peace. Only three people of the 24 interviewed suggested that the situation models 1 and 4 require processing by formal institutions (reporting a crime, calling the police, or family judges). The perception that people have regarding corruption, inefficiency, or social distance of these institutions about these routine problems, is translated in a lack of confidence to inspire them and the difficulty of considering them within their ability to solve. 2) Propensity to obey the law of silence, of opportunism and to resort to the tactic of withdrawal when problems of violence present themselves that directly affect the collective security and the social life in the neighborhood. Only five persons rejected vehemenently the idea that a gang would be in charge of the security of the neighborhood. 3) Propensity to transform the moral and ethical justice in legal justice and verdict regarding the situation models. Only 1 of the 24 subjects who were interviewed considered that the person responsible for the death of Teresa (situation model 4) was the assaltant. The majority (15 persons) considered that the responsibilidad fell upon the husband and 8 persons affirmed that Teresa was responsible for her infidelity. Process of constructing the simulation games The interviews and the discussion groups allowed us to attune our understanding of urban violence and the experiences of living in the most depressed popular neighborhoods of the city. Thanks to these interviews, our understanding has grown about the relationships between neighborhood and family sociabilities, violence and non-positive conflicts, and the destruction of the social fabric. Without exception, the subjects of the interview have a very complex view of the level of violence in their own neighborhoods. They believe that they are not dangerous neighborhoods, although they recognize an important incidence of criminal cases around them. And although it seems paradoxical, this is not all wrong. The perception of danger has to do with what is unknown to us, what we lack references and guides for. Since the subjects of the interviews have lived in their neighborhoods for at least five years and have close relationships with their Simulation Games 83 neighbors, of friendship and recognition of their surroundings, they do not feel insecure there. They know the map in which they move. The strangers, the non-neighbors, those who come from outside are those who feel endangered since they do not know the places that they walk. So, the intensity of the neighborhood and social links creates the conditions in which some of the inhabitants do not feel endangered there; but at the same time, in the intensity of these ties are generated some of the practices of violence and agression (neighborhood and family conflicts, quarrels between friends and companions at parties). In some neighborhoods it has been configurated what we could call forms of armed social harmony, i. e., a positive evaluation of weapons and of the law of silence as the ways of generating a safe environment for those who adapt to the rules of this type of life. It is not necessarily about gangs or delinquents who patrol the neighborhood in exchange for money, privileges, prestige, or to defend their own territory of influence: it has to do with workers, business owners, retirees, homeowners that patronize or cooperate with cladestine armed groups in order to assure themselves that the thieves and criminals from other neighborhoods do not penetrate their zone. The complicity and the law of silence between inhabitants guarantees a minimal order that many accept with pleasure. In addition to this, thinking would be fostered a certain positive evaluation of the tactical withdrawal, and its echo within oneself, in that the best thing is not to establish close relationships with anybody in the neighborhood. For some of the subjects of the interview it is clear that the nearness of the ties is also the source of very serious conflicts, and, as a result, they prefer to flee from the more intensive relationships. They aspire, rather, to neutral relationships with their peers in the neighborhood. A good neighbor, one of the women interviewed said, is one who doesnt meddle in my affairs. I dont like to have much to do with anybody so that nobody will meddle in my affairs. Another woman who was interviewed said that you can talk better with people that you dont know than with those you do. These affirmations signal the development of another ethic: that of social neutrality, that is very distant from that of intense social harmony that characterized the popular neighborhoods for a long time. Intense social harmony, armed social harmony, and social neutrality are categories that have turned out to be useful in order to understand the complex forms of relationships between neighbors and families in the popular neighborhoods on the outskirts of Cali. They were also very useful to adjust the simulation games and recognize their extent and limitations. The first step in the design of the simulation games consisted in defining their educational objectives and their rules or terminology. In the work team, from the point of agreement on the educational objectives of each game, we examined various proposals for games in the light of the information that was collected. Some of the proposals turned out to be very complicated in terminology and confusing, others seemed interesting on paper, but on making small trials within the work team, they turned out to be deceptive or not very effective for achieving the desired objectives. The critical examinaton of each one of the terminologies of the proposed game allowed us to move from a group of 8 different proposals to 5 that seemed more adequate to us. For neighborhood conflicts (The Evil Neighbor); for neighborhood fears, practices of exterminating, and of private justice (Life Savers); for interfamily violence (Weavers of Life); for romantic or love conflicts (The Romantic Consultant), and for non-destructive forms of festive celebration (Fernandos Party). A new, more careful examination of the interviews and the discussion groups, of the literature about violence and about educational games, the observations of our assesor Miriam Ziga (Ph.D. in Education and retired professor of the Institute of Education and Pedagogy of the University of the Valley) and Mario Acevedo (Ph.D. in Education and professor of the Institute of Education and Pedagogy), who did critical readings of the five prototype simulation games, permitted us to make a fundamental decision: to include also in the three large simulation games the five objectives or topics about violence prevention. The Evil Neighbor has to do with the conflictive neighbor relationships. Life Savers is about danger, violence, and fear in the neighborhood., and The Busy Bodies examines forms of festive celebrations that do not imply the consumption of hard liquor and mutual agression and conflicts in the domestic situation interfamily violence, child abuse, and the relationships of couples, of love and friendship. All of the games employ cards of three types: those that combine narrations of situations and problems of social harmony (challenge cards), those that consider resources to invent solutions to these situations (resource cards) and those that describe a biography (biographical or macro cards). We also defined the organizational structure of all the games (teams, jury with an uneven number of members 3 or 5 persons eventually one person that incarnates and represents the central character of the games The Evil Neighbor or The Busy Bodies, a simple point system approved or not approved and a stop watch to keep track of the time of formulation of the proposals (5 minutes). And we made the definitive repertory of cards for each one of the games. The following is a presentation of the synthesis of the rules of each of the three games. Gonzlez 84 Findings Description of the three simulation games The Evil Neighbor. Works in neighborhood conflicts, the ambiguous condition of neighbors (of solidarity and potential agressor), the network of neighborhood relations, the difficulties that are involved in knowing, living, and sharing the popular urban space with others that are, at the same time, potential allies, or else a true menace to the family and domestic life of each person. Educative objectives: To learn to handle conflicts without resorting to physical confrontation or the destruction of another person. In the worst case, opt for symbolic forms of sanction and criticism of a person without resorting to any type of aggression. To learn to put oneself in anothers place, to learn to recognize the history and biography of another person as a way of understanding the complexity and logic of conflict. To favor the mediation of a third party (institutional or not) in the comprehension and resolution of conflicts and actors in the game; and to learn to construct scenarios of encounter and debate that are relatively neutral and open. The name of the game can be understood in two senses: The neighboring evil (in which evil is a noun) and the evil neighbor (in which neighbor is the noun). In this game, the teams should discover and construct a strategy to integrate a neighbor that is characterized by his poor relations in the neighborhood. But, to contruct and represent this strategy they should find out some secrets in the neighbors biography. These secrets are revealed as the game progresses through the cards. The teams present proposals to seduce, integrate, and transform the evil neighbor through the recognition of his biographical secrets. Each proposal is evaluated by the jury, which examines its originality and viability, and which approves or dissaproves it. At the end, after various rounds of the game in which the teams present their proposals, the points are added and a discussion is mounted which is derived from the findings presented during the game. In some variations of the game, it is possible to ask someone to represent the evil neighbor, with which can be introduced higher levels of theatrical effects. Life Savers. Addresses conflicts associated with structures and local organizations associated with delinquency, the presence of gangs in the neighborhood, the imagined or real threats to the stability of the neighborhood, sexual violence, the forms of popular justice, and the local customs about justice, control, and vigilance. (The ambiguous presence of the police, perceived as a threat and as the principal figure in certain types of delinquency, or as an accomplice, by action or omission, to local criminal activity.) Educational objectives: To stimulate collective and associative forms for the solution of local conflict. To promote creative forms of neighborhood reorganization that allows united social control and which avoids individualization and personalization of conflict. To recognize the links and associations within gangs of delinquents that operate in the neighborhoods, to contribute to the understanding of their history and to establish their links with family, friends, neighborhood locations, and as much as possible, to favor the discriminalization of the associative activities of some potential juvenile delinquents and adult criminals within the neighborhood. To promote the idea that each man, woman, and child who is killed or injured represents irreparable loss of knowledge, experience, and life for the social order; it destroys the social fabric and the creation of a climate of camaraderie that affects even the perpetrators and their families. The perpetrators are also, in a growing trend, victims of a circle of aggressive delinquency and are potential victims of collective revenge and execution. The teams have a certain number of lives that they must protect during the game. They also try to rescue lives that are under the power of the Gray Region. The Gray Region is made up of three sub-regions: of Fear, Death, and Shadow. In each one of them there are cards with challenges that the teams should resolve (through the presentation of the proposals) and depending on the evaluation of the jury, they can rescue lives from the Gray Region or else lose them. (The tone of the challenges is very similar to the situations 1, 2, 3, and 4 that are presented in the section Collection of Information and Analysis). When a team loses all of the lives in its care, it leaves the game. The challenges and problems that are presented by the cards of the Gray Region have different levels of difficulty. Those of Death combine problems that are the most complex and crucial (the lives of some persons are at stake), those of Fear present problems of the moral and ethical type that are Simulation Games 85 somewhat complex, with potentially fatal consecuences; and those of Shadow combine problems that are more general and less risky. Each one of the cards of the Gray Region specifies the quantity of lives that can be lost or gained during the challenge that is presented. In some cases, the challenges proposed in the cards of the Gray Region demand that the teams use specific resources. There are four types of resources: institutional, the team should describe an institution to which it would resort to resolve the situation; laws and customs the team should refer to traditions, folk wisdom, customs, or laws that can help to resolve the situation; people, that is to say, the team should name definite persons that, in the city neighborhood- could be consulted to improve the given situation. The jury evaluates the proposals and then approves or disapproves them. They should also explain the reasons for their decision, or they can question the teams for clarification, or for specifics or to better defend a proposal. The Busy Bodies. This has to do with interfamily violence, of molestations and physical and verbal mistreatment among members of the family, with violence exercised by different members of the family, with the authoritarian dynamics, the significant forms of exclusion and threats of expulsion from the home, the subtle or explicit forms of blackmail and sexual harrassment in the family group. The violence associated with conflicts over romantic love, passion, and friendship, conflictive seduction, sexual violence in romantic relationships, infidelity, jealousy in love relationships, conflict in sexuality, and the conflict associated with parties and unrestrained social events: alcohol, soccer matches, psychoactive drugs, and festive celebrations as contributors to aggressive practices in the social context of the neighborhood. Educational objectives: To appropriate the capacity to confront family secrets, the past life history of the adults in the family, as a condition for understanding the internal conflicts and reasons for aggression. To face what is secret is a way of neutralizing its silent reproduction and the complicity of those who hide, assist, and cover - by omission and without necessarily intending to - inherited injustices and molestations. To learn to recognize the institutions, laws, and third parties that can help to mediate a peaceful, non- destructive resolution to the conflict. To favor the strengthening of self-esteem, the appreciation of history and life and the building of the concepts of love, friendship, eroticism as defined less by the patrons of inherited and conventional conduct. To appropriate the imaginary invention of forms of responsible love in which the subjects creatively assume their relationships. To learn to generate states of euphoria, festivity, and expressivity without the means of any type of drunkenness induced by drugs or alcohol. To build rites of encounter and personal confession (intimate) and of conversation in which each one can speak freely of his own life and of that of others. Each game involves one person to protect. The first card in the game describes the general characteristics of the person and the situation of potential risk (loneliness, depression, loss of self esteen) in which he currently finds himself. From this moment the participants will be invited to imagine specific interventions regarding this life. The other game cards (smaller) consider specific moments in this life: in some cases, the game cards re-create future scenes of this person, in others they are occupied with the past life of this person. The meddlers act as invisible presences that change the outcome of those persons. From the capacity to imagine rituals, gifts, imaginary and creative interventions to alter the course of a life depends on the decisions of the teams. Each card defines the limiting conditions to resolve the situation. For example, in some cases, the cards oblige the team players to recur to certain objects to make the gift that they will give to the person they protect. In other cases they have to invent a special celebration for this person. In others they must hurriedly compose a song, etc. Each card includes the number of points that the teams can earn. The results of the tests In the definitive test sessions of the three simulation game participants consisting of 65 people: 47 adult women, 10 adult men and 8 minors (5 girls and 3 boys). There were 22 from the neighborhood, 22 from the sector of Alto Naples, 20 from the sector Marroquin, and 23 from the sector Mujica. The sessions were held in the evenings from 6:00 to 8:30 p.m on weekdays, in the sectors of Mujica, and Alto Naples, and on Saturdays from 2:00 to 5:00 in Marroquin. The information was gathered by video recording, taking daily notes in the field and registering the post-game comments made by the participants. In general, we we able to notice the following indicators and significant results of the tests: There is real growth in the participation and expressive presence of the students as the games develop and the strategy is constructed. Gonzlez 86 Qualification and growing complexity of the creative solutions which they give to each one of the challenges that are presented. Effective integration of teams, the constitution of tied and intergroup solidarity, the reduction of the symbolic distance between the professor and the learners in the school situation. Increase of the recognition and integration of life and the collective personal contexts towards the analysis of situations and problems proposed by the games. Increase of indicators of solidarity and the progressive reduction of the competitive dimension of the game in order to favor the cooperative aspects of the game between groups or teams of players. The growing multiplication of expressive resources (not only written material) for the effect of jointly building solutions and expositions of ideas according to the progress of the strategy. There are sufficient evidences of growth of expressive participation, qualification of creative solutions to the stated problems, effective integration of groups and reduction of the competitive dynamic in favor of a cooperative dynamic. The incorporation of experiences and stories associated with the contexts of life and the multiplication of the expressive resources on the part of the learners. The comprehension of the rules of the game is not immediate, but improves substantially in the second round of each game. The instructions, requirements, and modes of playing the game are comprehensible and are clear to the players after trying the first round. The learning and apropriation of the game rules have three stages: explication and general presentation of the game; the instructions and specific clarifications to each team; and the practical application of the rules as the game develops The learning of one game helps in learning another one. The games requiere at least one competent reader, which can be the teacher or advanced students of the course. The participation of the women in expressive terms and in terms of resources for imagining unconventional formulas for resolving conflicts was more significant than that of the men. The men, with a few notable exceptions, felt more inhibited and less disposed to seek unconventional proposals. In some cases, some members of the teams have the tendency to lead the group dynamic in an individualistic manner. Rotating the team leadership helps to reduce these forms of personalization of opinion and participation. People tend to give consistency and flesh and bones to narrative fictional characters, including the fact that they incorporate details that are not considered in the original descriptions. Of those who participated, at least 20 manifested, explicitly, interest in continuing the game in the future and recognized the therapeutic and entertaining dimension of the game. Twelve people indicated that in the games they talked of matters and discussed topics that they were not in the habit of discussing in their daily lives. In all the game sessions, excepting in two, there were spontaneous post-game discussions and debates about the topics that were brought up in the game, about the learning derived from the session or about their own experiences of convivence and social conflict. This signals the possibilities of a simulation game to animate and install the discussion of agendas referring to social, personal, and colective life. Achievements of the research The project allowed me to formulate the basis of what can be a theory and a pedagogy founded in simulation games, their advantages and their limitations, in the context of the education about social harmony and the reduction of interpersonal violence. The three games, as designed, are a valuable product that can be enriched and developed in the immediate future (integrating new games and new types of games for other types of agendas of social intervention). The research also permitted confirmation that, in no manner, are we condemned to cruelty and violence. There have been long periods of national life in which the rates of homicide and violence have been low, and there are very clear indicators in the popular neighborhoods about an extraordinary potential for qualifying life conditions and reducing the forms of lethal aggression that affect social harmony between neighbors. Of course it is not sufficient with an educational strategy, but it is clear that the symbolic enrichment and the capacity to examine our conflictiveness narratively and expressively are, today, fundamental requirements for facing the reduction of our violence. Popular and adult education, due to its particular sensibility to the demands and characteristics of the learners seem ideal for contributing to this Simulation Games 87 task of enrichment, compensation and symbolic recognition of the excluded. A city such as Cali, with a little more than two million inhabitants is not sentenced to violence and exclusion. And the educational projects only confirm this. The simulation games are no more than one strategy among a multiplicity of educative strategies, that the peoples of our country are inventing each day so as not to surrender to barbarianism and horror. Impact The strategy of simulation games has been presented in the context of the Masters in Education, with Emphasis in Popular Education and Community Development of the University of the Valley. The games and the strategy will be integrated into a macro-project which the School of Social Communication, the Mayor of Cali, and the Interamerican Bank of Development (BID) will develop in 2003, as a continuation of the first phase developed in 2002, and entitled Cali Alive. In this strategy, the simulation games will be used as a resource to prepare a television program that will be transmitted by the regional channel (Telepacific and the University Channel) in the city of Cali. The academic program of Recreation, of the University of the Valley has included an elective for 2003 about simulation games that recreation directors can plan for the design and implementation of similar strategies. The results of the project will be presented in a Seminar of Intelectual Production of the School of Social Communication and in Seminar of the Faculty of Integrated Arts in the first semester of 2003. For the fall semester of 2003 there will be an elective offered on the formation of Social Communicators for the development and application of simulation games. The popularization of these games between institutions in Latin America, Colombia, and the United States will begin to be seen in the first semester of 2003. A course about simulation games will be offered for recreational institutions in the province of Valley of Cauca in February 2003. And lastly, we will use the model of simulation games for the development of a research project, approved by the National Television Commission , to be called Reflective Screens (media education). References Authors cited Baudrillard, J. (1978). Cultura y simulacro. Barcelona: Kayros. Benjamin, W. (1933/1991). Experiencia y pobreza. 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Notes 1 Giving attention to the perspective of the research, we would like to thank the following students and professors of the Centers of Adult Education for their participation in the experience: Yessica Montao, Liliana Patricia Daza, Mara Fernanda Torres, Mariela Pea, Estela Angulo, Mara Gamboa, Lola Tabares, Enrique Rivas, Virgelina Mosquera, Flor Edilma Vivas, Lady Ximena Amariles, Yesilda Arisala, Narcisa Congo, Neira Alejandra Riascos, Eufemia Vivas, Esperanza Cortez, Guillermina Riascos, Luz Dary Quiones, Eydiz Mayorga, Nancy Torres, Ana Avendao, Zulma Herrera, Karem Quiones, Oscar Fernndez Ortiz, Mariluz Nuez, Rubiela Snchez, Juan Pablo Carmona, Paola Andrea Morales, Jenny Murillo, Diana Snchez, Elvira Velsquez, Fernando Inestroza, Patricia Carmona, Rosa Helena Crdoba, Jenny Ziga, Ana Rosa Valois de Palacio, Karem Yiced Muoz Palacio, Jeison Smith Meneses, Juan David Santamara, Gloria Ins Gonzlez, Lina Mariela Gonzlez, Aura Meneses, Olga Grisales, Licorena Patio, Mara Yuli Castro, Noralba Muoz Muoz, Janeth Bravo Castro, Omaira Chocue Campo, Maria Leyton, Marcela Gonzlez, John Muoz, Jenny Jazmin Valencia Hoyos, Diana Carolina Vargas, Gladys Yepes, Nelsn Ortiz, Belly Guzmn, Jorge Isaac Jimnez, Miryen Urmndiz Rivera, Jhon Jairo Murillo, Susana Prez Sierra, Mara del Carmen Nez, and Mauro Granjas. Professors: Giomar Jimnez, Selene Medina, Luz Dary Quiones, and Eydiz Mayorga. The following people participated in the research team: Roco del Socorro Gmez Ziga as associate researcher, Miryan Ziga as consultant, and as research assistants Sandra Chavarro, Claudia Isabel Bustamante, Marcela Lpez, Mnica Hernndez, Erica Soto, and Flor Isabel Carrillo 2 Interview of Roberto Chaskel, The psychiatrist of children of the war. The Newspaper Magazine El Espectador, Sunday, November 10, 2002, Bogot.