Group Thinking: Antique Models of Community for Modern Religious Rights Regimes

2006 ◽  
Author(s):  
Timothy William Waters
Keyword(s):  
2020 ◽  
Vol 43 ◽  
Author(s):  
Hannes Rakoczy

Abstract The natural history of our moral stance told here in this commentary reveals the close nexus of morality and basic social-cognitive capacities. Big mysteries about morality thus transform into smaller and more manageable ones. Here, I raise questions regarding the conceptual, ontogenetic, and evolutionary relations of the moral stance to the intentional and group stances and to shared intentionality.


2020 ◽  
Author(s):  
Federico Favaretto ◽  
Donato Masciandaro

2018 ◽  
Vol 46 (3) ◽  
pp. 212-225 ◽  
Author(s):  
Peter T. Lee ◽  
James Sung-Hwan Park

Since its inception at the 1974 Lausanne Congress, the concept of “unreached people groups” (UPG) has revolutionized global mission. Today, “people group thinking” represents perhaps the predominant paradigm in global mission. Yet for all its influence, few have carefully examined UPG’s questionable underlying assumptions. This article critically reevaluates two central tenets of UPG. First, using biblical and sociocultural analysis, we assess the conceptual foundation of UPG—the idea of the people group. Second, we engage theologically with mission strategies that arise from UPG. We conclude that UPG relies upon flawed biblical, theological, and sociocultural assumptions, and propose that missiology move beyond UPG in theory and practice.


Electronics ◽  
2021 ◽  
Vol 10 (20) ◽  
pp. 2465
Author(s):  
Pierpaolo Limone ◽  
Giusi Antonia Toto ◽  
Barbara Cafarelli

Digital storytelling (DST) is a teaching methodology (and tool) that is very widespread in different types of training: formal and informal, professional, and for adults. Presently, education is evolving and moving towards digital storytelling, starting from the models of Lambert and Olher. Today, although DST is usually used in the training that students receive for narrative learning, experimentation on the psychological and social consequences of this online teaching practice is still scarce. The literature acknowledges the widespread use of DST online, from psychology to communication and from marketing to training, providing Lambert’s and Olher’s models as references. Thus, the purpose of experimentation in this subject has been to try to mix these two models by selecting the phases of the model that focus most on creativity and narrative writing. The purpose of this study is to illustrate the experimentation conducted in the initial training of teachers to monitor the processes of negotiating content, making decisions and building a group atmosphere through the use of a narrative technique in an educational context. The sample was offered comprehension activities on narrative categories, creativity and autobiographical writing. The process in the group choice phase (negotiation) of the story was monitored through a questionnaire that includes three scales (the Melbourne Decision Making Questionnaire, Organisational Attitude, and Negotiations Self-Assessment Inventory). The study concluded that the standardised planning of activities that, to a greater degree of depth, promote participation and emotional involvement allows the creation of strong group thinking and affects the decision-making and negotiation processes of the activities being carried out by the participants.


Author(s):  
Chanakya Mehta ◽  
Khanjan Mehta

Technology ventures in developing communities often fail because of disconnects between the designer, the implementer and the end-user. There is a growing trend towards curricular and extra-curricular programs and student clubs that focus on appropriate technology-based projects to address the needs of marginalized communities at the Base of the Pyramid (BOP). Finding the optimum distribution of time, money and sweat equity to be shared by the communities and partnering organizations can be pivotal in achieving long-term, sustainable impact for the communities. The E-Spot model seeks to identify the appropriate stakeholders within a venture and define their individual roles and the form of equity they might offer towards fulfilling the overarching objectives of the venture, while meeting their own needs. This model is the basis for the E-Spot canvas, a design space and business strategy exploration tool. The canvas facilitates group-thinking amongst stakeholders to match project resource requirements with time, money sweat and other equities that can be expended by them to sustain their project socially, economically and environmentally.


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