tools
action
research
transdisciplinarity
conviviality
C.I.R.C.E. develops an educative model to criticize what we call “Technologies
of Domination”. Our approach is based on experiential learning to reflect on
relationships with digital tools, especially the mass digital tools that people
use as “natural” part of life.
HACKER PEDAGOGY: EXPERIENTIAL WORKSHOP ON (DIGITAL) AWARENESS
FOR EXPERIENTIAL EDUCATION IN DIGITAL ENVIRONMENTS.
by C.I.R.C.E. - Centro Internazionale di Ricerca per le Convivialità Elettriche
First published in Italian: Carlo Milani, “Pedagogia hacker. I laboratori
esperienziali di consapevolezza (digitale) di C.I.R.C.E.", in Andersen, n. 359
gen-feb 2019.
Rearranged for Germany: “Hacker Pädagogik: Ein experimenteller Workshop zu
(digitaler) Awareness”, in Gai Dao No 98 Februar 2019, traslation by Mona Alona
In this workshop we elaborated a numbers of activities suitable for very
different contexts: for teachers that want to get rid of the feeling of being
relics of an analogic past; for parents scared of the risks of Internet; for
kids fed up with the obsessive control of adults (which anyway are always busy
with their digital tools, iperconnected and distracted); for activits oppressed
by solutions given by the market; for scholars and researchers overhelmed with
the need of self-promotion; for anyone who is not anymore satisfied with his/her
own digital interactions.
In the workshops we use theatre and games; we work with images and imagination,
we use digital device very rarely, we use our bodies very often. We leave the
devices in the background as they change too fast, instead we focus on the
relationships, the emotional reactions, the dynamics and the routines that we
develop in our relationship with technology.
The aim is to activate reflective processes, to exercise a cross-eyed look with
which the partecipants to the workshops can observe themselves and, at the same
time, observe the technological environment that they inhabit. In this way, from
a decentered perspective, they can learn to point out interactions, features,
characteristics, glitches. In one word, they can learn about themselves in
relationship with the world that surround them.
The observation of relational dynamics among persons and digital environments
usually reveals basics which are common in every human being: on the other side
it is always personal and unique because those relationals dynamics involves
pasts, visions, enthusiasms, resistances, attitudes and representations of the
individual and social universe that everyone inhabits. Therefore this work, that
we call “exercises in metamorphosis”, it is a creative and poietic activity;
partecipants are called to search for their own digital ecology, their own way
to live with the machines. It is a hard task but, as we have heard often,
freedom (and meaning) are not “for free”. And, mostly important, we cannot know
how everyone will conquer his/her own freedom.
THERE ARE GAMES AND GAMES…
In C.I.R.C.E.‘s workshops we play a lot. It may happen that to reflect on your
own approach to technology, to recognize the “glasses” you wear when you look at
it, you may find yourself engaged in an intergalactic war between the planet of
the Engineers, the planet of the Geeks, the one of the Mystics and the Jurassic
planet. To explore the different digital images you may use masks, lights,
music; to share emotions, desires, bonds you may create short theatrical scenes,
usually surreal, often amusing, sometimes genial.
In C.I.R.C.E’s workshops we try to rediscover the genealogy of the apparently so
innovative gestures that we carry out continuously in our digital mass
interactions. “Ask Google” is not very different from “ask to the oracle”, an
oracle that is technical instead of being magical. But, as the “third law” of
Arthur C. Clarke states: “Any sufficiently advanced technology is
indistinguishable from magic.” Hacker Pedagogy is a set of technics, tactits,
tricks, exercises and games to learn togheter how to use, in a convivial manner,
this kind of contemporary magic that we call technology. Not only digital
technology.
In the workshop we often propose a kind of iniziation ritual to surge to the
status of hacker and legitimate ourselves to explore. None is a natural born
hacker, everyone can become a hacker, in collaboration with the others. To
become a hacker you have to dig in your memory to remember that time that you
behaved like those weirdos who relate to technology in a curious, proactive,
uninhibited, iconoclast way. Tell your story to the other, choose your codename.
This mark a breach: now you can’t go back, knowledge is transformation. Sure,
with great power comes great responsibility. This is our pedagogy: learning to
do things not only because we can do things but even because we take on the
risk, the responsibility and the pleasure to do it. Too often we feel like the
fox of Phaedrus’s fable, she was longing for grape but unable to reach it: I
would like but I can’t, says the fox, and she makes up justifications to her
powerlessness condition. In the same time, during our workshop, we meet people
that confess: “I would like to use these amazing tools but I’m not able to do
it, I can’t, I feel overhelmed…” Hacker Pedagogy’s way aims at the opposite
direction: I could do it but I don’t want to do it. I could do this and that
because I developed the necessary skills togheter with my peers, I have the
power to do things but I won’t do anyting if I’m not willing to do it. We don’t
want to be forced, guided, coerced by devices that manipolate us.
For kids and teens it’s very easy to identify with this “counter-cultural” role:
hackers are people that treasured their own puer ludens. To bring adults into
the right mood requires more time but when they realize that technology is much
more than just digital devices and that in their own life they also have been
geeks, then many worlds open up for them. The “change” for adults happens when
they realize that their analogic skills may result very useful even in digital
environment.
The game in C.I.R.C.E. workshop is different from those games that are
increasingly hitting our everyday life. Today we play at the supermarket
collecting “strawberry points”, we play online to obtain privileges, status, to
gain points and digital coins. We are rewarded for our “good deeds”, for the
tips off we obtained reporting wrongdoing or rudeness. Maybe we are going toward
a society that will be governed through games: the game of cleaning, the game of
public order, the game of jobs. Maybe it will all be on a platform managed by
the government of the moment, in a more or less despotic manner, maybe with the
help of the most popular multinational companies. Maybe we are running towards a
society totally gamified where it will be nice to stick to the protocols, it
will be satisfying because we will dope ourselves with dopamine, bursts of
pleasure directly in our brains. There will be no need of ethic or aestetich and
politics will be an ancient memory: to adapt to pure conformism of procedures
elaborated “for our good” by someone else will be enough. Everyone will be a not
thinking gear of the contemporary Megamachines, new incarnation of the classic
Megamachine discovered across the whole history of humanity by Lewis Mumford.
Artificial Intelligences for Human Idiocy managed by Tecnocratic Governances.
With our hacker games we like to unmask these games made of compulsory
automatism. We try to understand the social, political, psicological
implications; we try to de-program ourselves from the automatism that the games
of domination infiltrate under our skin. One of our favourite activity is to
look for the rules of the “Facebook game” and the rules of the magic world of
the like-cracy. Or the rules of the Instagram game. Snapchat game… or of the
next platform.
The method of C.I.R.C.E. is therefore a declaration of intents: we play to free
the game, to retrieve its visionary and revolutionary dimension, to rediscover
its essential features of free, open, creative gesture. We don’t use the game as
a “nice” educative tool to swallow the bitter pill of knowledge without getting
bored. We use the game to take a firm stand: to abandon the (confortable) stasis
of the standard procedures and to choose the (hard) skill to imagine, subvert,
exercise our power in metamorphosis. A game with an intrinsic reward: the prize
is us, reconquered.
NOCTURNAL SETTING VS. TOTAL TRANSPARENCY
The setting that we organize to develop this kind of experience has
characteristics that are totally the opposite of those of the spaces of
commercial social networks. These platforms show off the rule of the “much”,
they are the place of the confessional, of the proliferation of emotional
pornography, the space where every intimacy should be brought to light, a place
where we are constantly evaluated. In our experiential workshop we prefer to be
a small group: we take care of each other so that there will be no stage but an
entity that protect and sustain, a space where is not mandatory to say
everything, the secretum is respected. The exposition of emotions is no more
about “showing the awkward that become exciting” but it’s a dancing body, aware,
selfdetermined. In our workshops kids can talk without being listened by their
parents, parents are without kids. In a second moment they meet each other, if
they want, to communicate in a not evalutative environment, without likes,
hearts and stars. Without grades. We love nocturnal settings, in the dim light
it’s possible to play with our masks, we can loosen the burden of
iper-consistency and legitimate ourselves for being multiple, mongrel,
fragmented. To activate an authentic comunication as leaders of the workshop we
have to be authentic. We experimented many times that collusive dynamics lower
as much as we are ready to transpire our contradictions, our wounds, our lack of
linearity. The lesson of Circe the sorceress is that knowledge is
transformation, sometimes even painful: “Circe’s methamorphosis say that
knowledge is comparable to affects” as Samir Boumediene reminds us. So the
learning environment that we propose it’s a counter-proposal too, another
possible way to relate to each other and to explore the world, an educational
setting that represents the radicality of a political vision.
BIBLIOGRAPHY:
Samir Boumediene, La Colonisation du savoir. Une histoire des plantes
médicinales du Nouveau Monde, 1492-1750, Les editions du monde à faire, 2016
danah boyd, It’s complicated : the social lives of networked teens, Yale
University Press, 2015 (Free download
https://archive.org/details/ItsComplicatedSocialLivesOfNetworkedTeens) Johan
Huizinga, Homo Ludens: A Study of the Play-Element in Culture, Routledge, 1949
(1938) (Free download
http://art.yale.edu/file_columns/0000/1474/homo_ludens_johan_huizinga_routledge_1949_.pdf)
Ippolita, Tecnologie del dominio, Meltemi, Milano, 2017 Lewis Mumford, The Myth
of the Machine (Vol. II): The Pentagon of Power, Harcourt, Brace Jovanovich, New
York, 1971 Piergiorgio Reggio, Il quarto sapere: guida all’apprendimento
esperienziale, Carocci, Roma, 2010 Agnese Trocchi, Internet, mon amour. Cronache
prima del crollo di ieri, Ledizioni, Milano, 2019