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Morphin'! Transformin'! Mutatin'! The dynamic interaction between media culture and children's lives.

机译:吗啡'!变身'!突变'!媒体文化与儿童生活之间的动态互动。

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摘要

Scope and method of study. This five-month qualitative case study consists of observations of children's interactions with each other in the art room at a public elementary school. Participants were 480 schoolchildren, grades first through fifth. Although children's drawings were the central documents, other artifacts such as toys, cards, magazines and designs on clothing were examined to see how children used symbols and objects from the mass media to create their identities. Furthermore, children were audio-tape recorded in their formal and informal conversations in the art room to see how they use media references to establish social identification and make meaning in a postmodern consumer-driven society.; Findings and conclusions. This research suggests that children playfully appropriate from the mass media both visually and verbally as a means of connecting and showing affiliation with others. Children played with some symbols more than others in their artwork, often using symbols as part of an overall design and/or placing symbols out of context with other unrelated symbols, for humorous effect. Symbols were divided into those emanating from corporations (e.g., brands), those from the mass media and those from popular culture. Various imagery discussed were their depictions of aliens, professional wrestlers and lowrider symbols, as well as clothing and food brands, stores, television shows and advertisements, video games, movies, popular music and popular cultural symbols (hearts, peace signs, yin-yangs, etc.). Findings considered age, gender, social class, ethnicity and locality. Findings were analyzed and Interpreted through the theoretical lenses of postmodernist, feminist and critical theory.
机译:研究范围和方法。这个为期五个月的定性案例研究包括在公立小学的艺术室中观察孩子们彼此之间的互动。参与者是480名学童,一年级到五年级。尽管儿童绘画是主要文件,但还检查了其他文物,例如玩具,卡片,杂志和衣服上的设计,以查看儿童如何使用大众媒体中的符号和物体来创建自己的身份。此外,在艺术室的正式和非正式对话中,为儿童录制了录音带,以了解他们如何使用媒体参考来建立社会认同并在后现代的消费者驱动型社会中发挥意义。结论和结论。这项研究表明,儿童在视觉和语言上都应从媒体上嬉戏地适当,以作为与他人建立联系和表现出归属感的一种手段。孩子们在他们的作品中比其他符号更多地玩一些符号,通常将符号用作整体设计的一部分和/或将符号与其他不相关的符号放置在上下文之外,以达到幽默效果。符号分为来自公司(例如品牌)的符号,来自大众媒体的符号和来自大众文化的符号。讨论的各种图像包括对外星人,职业摔跤手和低底盘骑乘者符号的描绘,以及服装和食品品牌,商店,电视节目和广告,视频游戏,电影,流行音乐和流行的文化符号(心脏,和平标志,阴阳人)等)。研究结果考虑了年龄,性别,社会阶层,种族和地区。通过后现代主义,女权主义和批判理论的理论视角对发现进行了分析和解释。

著录项

  • 作者

    Hawke, Nadine Sue.;

  • 作者单位

    Oklahoma State University.;

  • 授予单位 Oklahoma State University.;
  • 学科 Education Art.; Mass Communications.; Education Elementary.
  • 学位 Ed.D.
  • 年度 1998
  • 页码 263 p.
  • 总页数 263
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 传播理论;初等教育;
  • 关键词

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