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941.
Irene Sánchez-Garrote 《Cultura y Educación》2013,25(1):221-233
AbstractDigital resources can open up new means of communication between families and schools, helping to create links and build relationships between both educational agents. The role played by digital resources to establish family-school relationships in pre-schools for children up to three is identified and analysed on the basis of experiences in schools in which ICT resources are being used for communicative processes. The results show that the most commonly used resources are blogs/websites and email, mainly for providing families with information. It is also observed that the introduction of ICT tools in these relations lacks the pedagogical reflection that would determine the communicative goals and the role played by both educational agents in the relationship scenarios mediated by ICT. 相似文献
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Anthony Esolen 《Academic Questions》2018,31(3):274-280
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ABSTRACT Game developers potentially convey socio-cultural values about gender through design choices. This study interpreted the designs of 11 purposively selected female game characters, developed by studios located in the United States and Japan, through the lens of ambivalent sexism. This social psychological theory posits that sexism consists of hostile and benevolent attitudes about women. Two themes emerged across characterizations: bodies as objects, bodies as weapons and (in)dependence. Both consisted of empowering qualities paired with problematic beliefs about women. This analysis contributes to interdisciplinary literature by using an empirical perspective to interpret gender representations in video games. 相似文献
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