揭露下課十分鐘之秘密-小六學生遊戲及其階級因素之探討

dc.contributor張建成zh_TW
dc.contributor.author鄭英傑zh_TW
dc.date.accessioned2019-08-28T09:14:36Z
dc.date.available2007-7-25
dc.date.available2019-08-28T09:14:36Z
dc.date.issued2007
dc.description.abstract本研究旨在瞭解階級因素對學生遊戲所造成之影響,其主要目的有三:一、瞭解學生於課間時間與課後(放學)時間所從事之遊戲及其間的關聯;二、分析從事不同遊戲的學生團體之家庭社經地位及其作用;三、分析從事不同遊戲的學生團體對自身及對其它學生團體之態度。為達上述目的,本研究採取質的研究方法,運用觀察與訪談的方式,選取ㄧ所位於中產階級與勞動階級混雜的學區之國小,再挑選一個六年級班級作為研究對象。根據研究發現與討論,所獲致的結論如下: 壹、不同階級屬性遊戲團體所為遊戲之比較 一、中產階級遊戲團體遊戲性質,傾向於「認知性」的遊戲,包括「靜態 性」、「思考性」、「討論性」、「性好奇」等等特質。 二、勞動階級遊戲團體遊戲性質,傾向於「肢體性」的遊戲,包括「攻擊 性」、「粗俗性」、「肢體性」、「性好奇」等等特質。 三、不同階級屬性遊戲特質,在學校脈絡底下的意義: (一)中產階級遊戲團體順從學校規定來進行遊戲。 (二)勞動階級遊戲團體遊走於學校規定邊緣來進行遊戲。 貳、各遊戲團體對彼此之態度 一、不同階級屬性的遊戲團體間,顯示出「涇渭分明」之傾向。 二、不同階級屬性的遊戲團體內部: (一)各遊戲團體皆有「身分認同作用」。 (二)各遊戲團體中的階層地位體系,皆以同階級屬性的成員為領導 者。 (三)各遊戲團體,內部具有「淨化」之作用力。 參、「遊戲」背後所蘊藏之社會文化因素,具有「先後順序」之分 最後,針對本研究所面臨的限制以及未來研究可行之方向,提出若干建議,俾供後續研究者參酌。 關鍵詞:下課時間、遊戲、階級、習性、身分認同zh_TW
dc.description.abstractThe purpose of this study is to analyze the influence of the social class on the elementary students’play and games.This research mainly adopted the qualitative methodology to collect required materials,including classroom observation,interview. Based on the collected data and data aunalysis, major finds are as followed: 1. Comparing play and games of the play groups which base on the different social class. (1) The attribute of middle class students’play and games tend to be more cognitive. (2) The attribute of working class students’play and games tend to be more athletic. (3) Middles class students’play and games follow the rules of school. (4) Working class students’play and games may break the rules of school. 2. Each play group which bases on the different class takes the different view to others, and it leads to the separated status. 3. Each play group seems to have its own self-identity, and this kind of self-identity would strengthen the constitution of group. 4. Each play group would exclude the students who don’t have the same class background in order to purify the members of group. 5. Play and games would be affected by the socio-cultural factors in order. Finally,the limitation of this research and suggestions for future studies are proposed. Keyword:breaktime, play and games, social class, habitus, identityen_US
dc.description.sponsorship教育學系zh_TW
dc.identifierGN0694000030
dc.identifier.urihttp://etds.lib.ntnu.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dstdcdr&s=id=%22GN0694000030%22.&%22.id.&
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/90076
dc.language中文
dc.subject下課時間zh_TW
dc.subject遊戲zh_TW
dc.subject階級zh_TW
dc.subject習性zh_TW
dc.subject身分認同zh_TW
dc.subjectbreaktimeen_US
dc.subjectplay or gamesen_US
dc.subjectsocial classen_US
dc.subjecthabitusen_US
dc.subjectidentityen_US
dc.title揭露下課十分鐘之秘密-小六學生遊戲及其階級因素之探討zh_TW

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