120 likes | 129 Views
Implications of Young People’s Popular Culture on Education. Outline: - Description of websites - Deconstruction of websites - Construction of identity and power relations - Implications for education - Conclusion. By: Rabia Ayasli (15911546) and Zina Al-Nakeeb (13724870).
E N D
Implications of Young People’s Popular Culture on Education Outline: - Description of websites - Deconstruction of websites - Construction of identity and power relations - Implications for education - Conclusion By: Rabia Ayasli (15911546) and Zina Al-Nakeeb (13724870)
Deconstruction of Game Ironic? Religious Icons Promotion of violence by the use of guns Objectifying women: the importance of beauty; slender body How masculinity is represented: Black Male Powerful
Identity Construction & Power Relations • Race and gender - masculinity is represented through a violent black heterosexual male - criminal black man Vs. white police man • Powerful & influential representation of women - objectifying women - promoting abuse of women white supremacy
Description of On-Line Dolly Magazine Website TEEN BIBLE? What guys think of: small boobs, pimples & cellulite
Deconstruction of Magazine Website • Girls and boys select Web sites that sustain the gender beliefs underpinning “successful” social behaviours in peer groups (Lenhart et al., 2001) • gURLs “poisoning culture” (Pipher, 1994) • Objectifying women (Merskin & Silva, 2000) • Stereotypical (e.g. habitual colours) • Role of language (Warschauer, 2001) (as cited in Mazzarella, 2005)
Identity Construction & Power Relations • Postmodern Theory - Identity is actively shaped and changed (Beck, 1992) • Construction of Social Meaning through Subjectivity - Websites present subjectivities and their associated expression of power and agency (Currie, 1999) • Hegemony - The ideological construct that links femininity to attractiveness and consumerism (Gramsci, 1971) (as cited in Mazzarella, 2005)
Implications for Education (Bers, Gonzalez-Heydrich & DeMaso, 2001)
Implications for Education • School must provide students with a safe and supportive environment (Sheehan, et al. 2000) • Incorporate social justice issues within the curriculum e.g. the use of particular texts (Pallotta-Chiarolli, 1999) • Teachers must educate students to clear out misconceptions through the promotion of a socially just and equitable classroom (Griffiths, 2003)
Conclusion • Media (in all its forms) has power over audience/consumers • Popular culture has a significant influence on the construction of identity especially teenagers • Creating a socially just school environment, and hence influencing our future society, requires an integrated approach
References • Griffiths, M. (2003). Action for Social Justice in Education. UK & USA: Open University Press. • Mazzarella, S. R. (2005). Girl Wide Web: the internet, and the negotiation of identity. New York, USA: Peter Lang. • Palotta-Chiarolli, M. (1999). Multicultural Does Not Mean Multisexual: Social Justice and the Interweaving of Ethnicity and Sexuality in Australian Schooling. In Epstein, D. & Sears, J. T. Sexuality, Pedagogy and Popular Culture. New York: Cassell. pp. 283-302. • Sheehan, M., Marshall, B., Cahill, H., Rowling, L. & Holdsworth, R. (2000). School Matters: mapping and managing mental health in schools. Carlton South, Victoria: Curriculum Corporation. • Strahan, E. J., Lafrance, A., Wilson, A. E., Ethier, N., Spencer, S. J. & Zanna, M. P. (2008). Victoria's Dirty Secret: How Sociocultural Norms Influence Adolescent Girls and Women [Electronic version]. Personality & Social Psychology Bulliten, 34, 288-302.
References • Gonzalo Frasca (2003) Game Studies-Sim Sin City Some thoughts about Grand theft auto retrieved from website http://www.gamestudies.org/0302/frasca/ Internationalteenlife wiki/group 8 Effects of new technology and video games on teenages (2008) retrieved from website http://internationalteenlife.pbwiki.com/group8 (America in the late 1990s had an increase in the number of school shootings. Many teenagers often claimed that Grand Theft Auto influenced them to their crime ) • Matt Kiefaber (2002) Video Game Implications of Online Gaming retrieved from website http://www.units.muohio.edu/psybersite/cyberspace/onlinegames/index.shtml (This is because for many people, what is being pursued in the video game is not just a score, but an altered state ) • Eddy Cheung (2006) retrieved from website http://www.cse.ohio-state.edu/~cheunge/CSE601Slide.ppt (Some psychological studies have shown a correlation between children playing violent video games and suffering psychological effects, though the vast majority stop short of claiming behavioral causation) • Dolly Magazine Website (2008). Retrieved 10 April, 2008 from http://dolly.ninemsn.com.au/