Cultural Studies
M. Kolahi
Abstract
Main question of this research is how “self” is made during the “Student stage” of life? Most researches consider self-making process as the result of the efforts of socialization agents and important active role of the student is neglected. The results of our research showed ...
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Main question of this research is how “self” is made during the “Student stage” of life? Most researches consider self-making process as the result of the efforts of socialization agents and important active role of the student is neglected. The results of our research showed the plans of the socialization agents constitute just a part of the student’s life-world which has called here as “plan sub-world”. But there is another neglected but important part here called as “play sub-world” which have not been addressed adequately by previous researches. “Play” here is defined as the activity which is done for its own sake not for any advantage it will bring. Play sub-world is where one can express him/herself freely, independent of the control of every pre-designed planning. Juvenile mischiefs like childish fights, teasing the teacher, runaway from the school, and cheating in the exams are samples of the activities of this sub-world. The student’s self, more can be made through this sub-world than everywhere else; because it is at this sub-world that student can express him/herself freely, actively and creatively (unlike plan sub-world in which student is more passive and under control). Therefore, the student life-world includes two plan and play sub-worlds and is made through the dialectic between these two sub-worlds; a dialectic which corresponds to dialectic between practice-thought; active-passive; creativity-memory; sender-receiver, and source-destination. The process of making self in this dialectic is the same as the process of making society.
Tahmine Shaverdi; Shahrzad Shaverdi
Abstract
Divided to two different parts, this study reviewed students and their parents’ view of the impacts computer games have. In the first part, students’ view of the impacts computer games have would be reviewed, and the second part is dedicated to the parents’ ideas of the matter. Population ...
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Divided to two different parts, this study reviewed students and their parents’ view of the impacts computer games have. In the first part, students’ view of the impacts computer games have would be reviewed, and the second part is dedicated to the parents’ ideas of the matter. Population involves all the students from the fifth grade in primary school to the third grade students in high school and their parents. We have studied students in locales 3, 4 (in north), 15, 16 (in south), 5, 9 (in west), and 14, 8 (in east). We have reviewed ideas of at least 391 students in test group (who play more than 7 hours a week), and 386 ones in witness group (who play less than 4 hours a week). The survey method is questionnaire. However, 107 parents in witness group and 112 ones in test group were interviewed via telephone. These parents were randomly selected.