20,239 research outputs found

    Needing to be 'in the know': strategies of subordination used by 10-11 year-old schoolboys

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    It is important for educators to understand the tactics used in subordination between young people if they are going to take effective measures to counter them in their pedagogical practice. This paper explores strategies used by school boys aged 10-11 to subordinate and position boys at the bottom of the pupil hierarchy. The findings are based on data gathered from a year long empirical study (between 1998 and 1999) set in three UK junior schools which were differentiated by the social characteristics of their intake. The research emphasises the role of the body in the construction of masculinity. The hegemonic, or most idealised, form of masculinity at each school was constructed around activity and, in particular, various forms of embodied physicality/athleticism (exemplified through skill, strength, fitness and speed), and boys who did not wish to, or who were unable to, use these resources generally found themselves marginalised and/or subordinated. Many of the subordinated forms were symbolically assimilated to femininity, and the paper proposes that the main strategies of subordination can be summarised under the generic heading of ‘difference’. The final section discusses the pervasive use of homophobia, and concludes that it should be conceptualised in terms of gender as well as sex

    Social media and self-curatorship : Reflections on identity and pedagogy through blogging on a masters module

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    El uso de los medios sociales se ha extendido notablemente y se considera ya como una oportunidad única para el diseño de entornos innovadores de aprendizaje, donde los estudiantes se conviertan en protagonistas de experiencias de multialfabetización participativas y entre iguales. El trabajo cuestiona la conexión entre los usos sociales de los nuevos medios y las prácticas educativas relevantes, y propone marcos teóricos más rigurosos que puedan orientar en futuras investigaciones sobre el papel de los medios sociales en la educación. El trabajo reflexiona sobre el estudio de caso llevado a cabo en un grupo de alumnos en un módulo on-line como parte de un programa de máster sobre medios de comunicación, cultura y comunicación. Se invitó a los estudiantes a desenvolverse en estrategias de evaluación más allá de las convencionales, con el fin de teorizar y reflexionar sobre sus experiencias con los medios sociales como soporte y materia del curso. El artículo analiza la experiencia de los estudiantes evaluados en el conjunto del proyecto. Durante la exposición de resultados, los autores situaron los argumentos en el contexto del debate sobre las nuevas alfabetizaciones, la pedagogía y los medios sociales, así como en el marco de la teoría emergente de la autogestión del individuo en estos contextos, como marco metafórico para comprender la producción y la representación de la identidad en los medios digitales.The widespread uses of social media have been celebrated as a unique opportunity to redesign innovative learning environments that position students at the center of a participatory, multiliteracy and peer learning experience. This article problemitizes the connection between the social uses of new media and relevant educational practices and proposes more rigorous theoretical frames that can be used to guide future research into the role of social media in education. This article reports on a case study of a small group of students who use an online module to study media, culture and communication as part of a wider master’s programme. The students were invited to reflect in a more reflexive and theoretical manner than is commonly used in a standard course evaluation about their experiences of engaging with social media as both the medium and the subject of the course. The article discusses the student experience as it unfolded in the context of an assessed piece of project work. In discussing the findings the authors locate the arguments in the context of debates about new literacies, pedagogy and social media as well as in an emergent theory of self-curatorship as a metaphorical frame for understanding the production and representation of identity in digital media

    At home with the future : influences on young children's early experiences with digital technologies

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    Early years curricula encourage practitioners to build on children's home experiences. Research into the kinds of activities that young children engage in at home and considerations of how to link these to their experiences in pre-school settings can therefore make an important contribution to practice. This chapter, which draws on studies investigating young children's home experiences with digital technologies, seeks to identify some of the key factors that influence the nature and extent of these experiences. Although digital divides - reflecting classic social divisions of economic status, gender and ethnicity - have been extensively explored in order to understand the causes of inequalities in access to digital technologies, our research concluded that parental attitudes towards these technologies are more influential than economic disadvantage in determining young children's experiences. To explore this issue in greater detail, we have drawn on the concept of prolepsis, a key influence on parents' interactions with their children deriving from the projection of their memories of their own idealised past into the children's futures (Cole, 1996). Parents' assumptions, values and expectations are influenced by their past experiences, enacted in the present, and are then carried by their children into the future as they move from home to formal education. We argue that prolepsis has powerful explanatory force for understanding the kinds of decisions parents make about activities such as the extent to which children engage in technological play

    Developmental Implications of Children\u27s Virtual Worlds

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    As virtual worlds for children increase in popularity, it is important to examine their developmental implications. Given the limited research on this question, we use extant social science research on youth and digital media to understand how children \u27s participation in virtual worlds might mediate their development. We identify four different pathways by which new media can potentially mediate development. Then we review relevant research on video games, which, like virtual worlds, contain three-dimensional online fantasy worlds; we also review research on online communication forums, which are like virtual worlds in that they allow users to create online selves and interact with one another. These studies also provide concrete examples of the pathways by which media influence development. We examine three specific questions about children \u27s use of virtual worlds: what they typically do in them, their learning potential, and whether virtual world participation mediates development. We conclude that children\u27s virtual world activities resemble their offline ones, indicating that their offline and online worlds may be connected. The potentialforl earningf rom virtual worldp articipationi s as yet unknown and requires further research. Children\u27s online selves are connected to their offline ones and this has implications for their safety; although their interactions in virtual worlds appear to mirror offline patterns, we do not as yet know their potential benefits or costs. The Article concludes that although children\u27s virtual world activities and interactions may be connected to their offline lives, there are several pressing questions about their participation that must be addressed

    Lessons from the carnival: the implications for Australian teacher education of a distance education program designed for the children of the Showmen's Guild of Australasia.

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    This paper examines implications for teacher education derived from the evaluation of a distance education program for the Showmen's Guild of Australasia. The program was established in 1989 to meet the educational needs of Guild members who travel from town to town providing agricultural and equestrian shows. A review of the literature reveals that there are numerous difficulties faced by highly mobile students and by rural students and teachers. Interviews conducted with children, parents, home tutors, and itinerant teachers focused on their perceptions of their lives and their general views on education. Data from the interviews revealed the existence of extended and intensive social networks that sustain the itinerant lifestyle. Respondents evaluated the distance education program positively as meeting the educational needs of show children. Work and the work ethic played an important role in the development of children's distinctive identity, while sport and play were associated with local schools and socializing with local children. This study points out the importance of teacher graduates being acquainted with the increasing variety of educational experiences, implications of distance education for children, and benefits and limitations of distance education programs. (LP

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    American Culture: A Sociological Perspectives

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    The culture of the United States of America is primarily of Western origin but is influenced by a multicultural ethos that includes African, Native American, Asian, Pacific Island, and Latin American people and their cultures. American culture encompasses the customs and traditions of the United States. The United States is sometimes described as a "melting pot" in which different cultures have contributed their own distinct "flavors" to American culture. The United States of America is a North American nation that is the world\u27s most dominant economic and military power. Likewise, its cultural imprint spans the world, led in large part by its popular culture expressed in music, movies and television. The culture of the United States of America is primarily of Western culture (European) origin and form but is influenced by a multicultural ethos that includes African, Native American, Asian, Polynesian, and Latin American people and their cultures. The American way of life or simply the American way is the unique lifestyle of the people of the United States of America. It refers to a nationalist ethos that adheres to the principle of life, liberty and the pursuit of happiness

    Free the sheep: Improvised song and performance in and around a minecraft community

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    Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual / physical locations. However, further research is necessary in order to help us understand how the complex interactions afforded by such spaces influence - and are influenced by - children's social relationships. This article draws upon data from a year-long ethnographic study, investigating a group of ten and eleven year old children's engagement with the video game 'Minecraft' as they collaborate to build a 'virtual community'. With a particular focus on the children's improvised singing and use of song during the club, I examine how their creative practices - drawing on a wide range of self-selected resources, played out both in and out of the virtual world - help to fundamentally shape the nature of the space around them. Furthermore, through examination of one particular performance, I demonstrate the importance of ensuring that such details are not written out of accounts of children interactions around technology, if we are to understand the true potential of such environments
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