...many
times issues are blurred by prejudice and preconceptions...

...key
themes may be obscured and the way ahead might be controversial...
Find
out about
Catch-22
...software to make you think...
...to
prepare students and trainees for the 'real world' of work...

...it
can be useful to stimulate discussion and the ability to weigh controversial
'arguments'...
Page
contents
...a
few of the options from which you can choose...
History
and Rationale, acknowledgements
History
and Rationale,
why catch-22
Uses,
warm-up
and focus
Uses,
encourage
discussion
Uses,
generate feedback
Uses,
a
tool for project work
Facilities,
viewer
Facilities,
author
Acknowledgments
Catch-22
started life as a project, submitted as part of a Master's degree course
in Artificial Intelligence at Kingston University in 1989. Development
was continued in 1990, with funds obtained by Richard Ennals, then staff
development officer at Kingston College of Further Education, now professor
at Kingston University Business School.
Final
development of Version 16/3 has been made possible by support from The
College of St Mark & St John, in association with EU initiative ADAPTthroughRATIO.
Why
Catch-22
The
rationale behind the development of Catch-22 is that there are many aspects
of life which are complex and controversial.
In
an educational environment, simplistic exercises are not the best way
in which to get people to learn how to cope with complexity and controversy.
Rather, group discussion encourages us to think through our attitudes
and beliefs when we are given the opportunity to compare and contrast
our thought and feelings with those of our peers.
In
a business environment, the value of focused thinking techniques, such
as scenario planning, are lost if upper management are unable to engage
with the reports which their analysts submit.
Catch-22,
therefore, provides a medium in which trainers, teachers, educators and
analysts can present scenarios that challenge and engage a target audience.
The
audience is challenged, in that they have to decide how to react to specific
role-play scenarios. The audience is engaged because they are provided
with focused thinking techniques to help them decide how to react to the
scenario presented. The audience is also engaged by having to rate a range
of possible responses. These responses may include those that play devil's
advocate, in order to draw out a knee-jerk reaction from the users of
the system.
(Certainly
in education, the best Catch-22 scenarios are 'no-win'. No win scenarios
and Devil's Advocate questioning forces users to examine their attitudes
and the attitudes of others).
Uses
Warm-up
and focus
Given
a complex and/or controversial subject, a teacher might ask students to
complete a set of Catch-22 role-play scenarios, prior to a more wide ranging
class discussion. The scenarios orient the user towards the different
viewpoints which exist in the subject area. Such orientation enables learners
to develop their thinking, which in turn gives students more to contribute
in class discussion.
Encourage
discussion
Given
an appropriate sized display, Catch-22 can be used to focus class or small
group discussion. If well written, role-play scenarios drip feed information
into the group and encourage learners to engage with that information.
Generate
feedback
It
is possible to generate a report, which details how learners have responded
to the dilemmas presented to them. The report can be used by learners
to identify points of weakness, or by teachers to gauge learners' attitudes
and ability to engage with the subject matter.
A
tool for project work
Project
work, especially group project work, is enhanced if there is a focus,
towards which the individual or group can work. If students are IT literate,
the format of a Catch-22 file provides an ideal vehicle for project work.
To create a Catch-22 file, learners need not only to engage with the available
information, but they also have to relate that information to the 'real
world'.
Facilities
Viewer
At
viewer level, the user opens a ready made Catch-22 file.
Then,
by pressing a set of buttons, the user is able to work their way through
a series of dilemmas.
Each
dilemma consists of a scenario screen, three ideas screens and a resolution
screen.
The
dilemma is presented on a scenario screen. On that screen, text and graphics
combine to focus the mind.
After
the scenario screen, three ideas' screens provide space in which the user
can brainstorm ideas.
Finally,
the user is presented with a resolution screen. On the resolution screen,
comments and resolutions are presented and the user is asked to rate them
on a scale of 1-5.
Author
The
main differences between viewer and author levels are that authors are
able to paste in resources from other applications
(text from word processors and graphics from clip art collections),
and that some limited formatting tools are made available.
The
main difficulty at author level is not the technology, but the conceptualisation
of the subject matter, and the phrasing of the dilemma.
The creation of a Catch-22 file requires a level of focus which often
teaches the teacher! The best files are those with no easy resolution
- hence the name of the software, based on the popular book by Joseph
Heller.
(Catch-22
refers to the rule, in the Second World War, whereby American bomber crews
could request to be sent home if they were insane - however, since requesting
to go home is a sensible thing to do in a war, anyone requesting to be
sent home must be sane, and therefore fails to qualify for repatriation).
...of
course there is also a business application...

...if
you want to focus discussion, as part of the process of planning new strategies...
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