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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
321

Women as characters, players and developers : An educational perspective

Arltoft, Emma January 2020 (has links)
There is a lack of female representation in video games, and women are often ignored as characters, as players, and as developers. This thesis investigates how the University of Skövde works with gender diversity in the second game project within those categories. A content analysis was carried out, and a total of 102 documents collected from the course site were coded. It was complemented with additional information from instructor interviews and a student survey. It was found that while there is an emotional commitment to diversity from the students as well as the instructors, there is a lack of clear guidelines and resources to create more nuanced portrayals of diversity. There is significant potential for improvements and a need for a continuous effort to follow up on the content produced.
322

It Shouldn’t Matter: Ethical Leadership and Gender-Blind Sexism in Women Higher Education Administrators’ Narratives

Channing, Jill 17 May 2019 (has links)
No description available.
323

Perceptions of African Ameircan Females: An Examination of Black Women's Images in Rap Music Videos

Pellerin, Marquita Marie January 2011 (has links)
Utilizing an Afrocentric methodological framework, this dissertation research seeks to examine the general public perceptions of African American women as reflected in rap music videos, and to determine how African American females perceive the images that are presented of them in rap music videos. This study explores Black women's representation through analyses of top ten rap music videos from January to September 2010 and conceptualizes the effects of these representations on Black female viewers. This study also explores the reception of Black women's images in rap music videos as they are potentially exported to other cultures. This project is a multi-method examination including questionnaires and focus group sessions, exploring the effect of rap music video content on the representation of African American women, society's perceptions of African American females, and how when given an opportunity to construct their own media image, how would African women be represented. / African American Studies
324

SHATTERING THE GLASS CEILING: CHALLENGING GENDER BASED IDENTITIES AND INEQUITIES FOR WOMEN IN HIGHER EDUCATION LEADERSHIP POSITIONS IN THE UNITED STATES

Charlotte S Bingham (18175744) 18 March 2024 (has links)
<p dir="ltr">This two-paper dissertation focuses on gender equity in higher education in the United States, specifically on workplace gender equity. There is a lack of feminist research in the literature which can have significant consequences in the development of both higher education policy and practices, as a misunderstanding about the gendered nature of educational experiences may be linked to inadequate responses to the situation. Feminist research helps understand and provide recommendations for such experiences. As such, gender equality should not only be an ethical imperative but also an emphasis in higher education. To increase gender equality in higher education, this dissertation recommends that scholars focus on feminist research. The goal of this research is to understand how gender impacts a person working in higher education by investigating historical and contemporary gender-based identities and inequities in higher education in the United States. Hence, this dissertation answers the following questions: What strides have been made to reduce gender inequity in the workplace in higher education in the United States? How does gender impact a person's career trajectory into leadership positions in higher education? As a result, this research provides recommendations for administrators and policy makers to reduce gender inequity in higher education. </p>
325

The effects of rater sex, ratee sex, and applicant attire on personnel selection

Taylor, Mary Anne January 1985 (has links)
The impact of attire on assessments of job applicants was investigated by creating three dress conditions for two male and two female rates. A formal, intermediate, and casual condition were portrayed for each of the four stimuli. Stimuli were rated on six dimensions relevant to performance as a retail department store manager in a between-subjects design. Results indicate that the role of attire in estimates of performance depends on the sex of the rater and the sex of the ratee. Dissimilar ratings were obtained from males and females who assessed individuals in a particular dress condition. These results indicated that the hypothesized main effects for dress and rater sex were overly simplistic. The implication of this finding for future research is discussed. Findings also suggested the importance of including a reasonable range and portrayal of attire in studies of this type. The inclusion of an intermediate apparel condition showed that raters prefer this attire over formal wear under certain rating conditions. The importance of this finding for future attire research designs is discussed. / M.S.
326

Reproducing gender inequalities? A critique of `realist' assumptions related to organizational attraction and adjustment

Nadin, Sara J., Dick, P. January 2006 (has links)
No / Occupational discrimination and segregation along gendered lines continue to be seen as problematic throughout the UK and the USA. Women continue to be attracted to occupations that are considered to be women's work, such as clerical, secretarial and personal service work, and inequalities persist even when women enter traditional male domains such as management Work psychology's chief, though indirect, contribution to this field has been through personnel selection research, where methods aimed at helping organizations to make more fair and unbiased selection decisions have been carefully examined. Our aim in this paper is to argue that, on their own, such methods can make very little difference to the position of women (and other minorities) in work organizations. The processes that are fundamental to organizational attraction and adjustment cannot, we contend, be understood adequately through reductionist approaches that treat organizational and individual characteristics as context independent realities. Drawing on critical management research and using the specific example of police work, we argue that work roles and work identities can be more fruitfully understood as social constructions that, when deconstructed, illuminate more powerfully how processes that lead to the relative subordination of women (and other groups) are both reproduced and challenged.
327

Sexismus

Thiele, Anja 25 April 2017 (has links) (PDF)
Sexismus bezeichnet verschiedene Formen der positiven und negativen Diskriminierung von Menschen aufgrund ihres zugeschriebenen Geschlechts sowie die diesem Phänomen zugrunde liegende Geschlechterrollen festschreibende und hierarchisierende Ideologie. Ursprünglich wurde der Begriff in den 1960er Jahren in der US-amerikanischen Frauenbewegung als Analogie zu Rassismus (racism) eingeführt. Sowohl Männer als auch Frauen können von Sexismus betroffen sein. Die Erscheinungsformen von Sexismus sind kulturell und historisch bedingt.
328

Women's silencing-the-self: A structural model

Loya, Bianca Nadine 01 January 2007 (has links)
This study tests the hypotheses that both women's internal beliefs regarding their bodies and their condoning of benevolent sexist beliefs will influence their silencing-the-self views.
329

Hierarchy Attenuating/Enhancing Organizational Environments and Intergroup Attitudes: Relationship of Racism, Classism, and Sexism in Multiracial and Monoracial Churches of the United States

Kim, Ye Jung 12 1900 (has links)
As Yancey (2003) has pointed out, the intentional character of racially integrated churches tends to lessen the social distance between Whites and minorities. The purpose of this study is to examine how racially hierarchy-attenuating and hierarchy-enhancing environments affect classism and sexism attitudes among congregations. The finding shows that multiracial churches promote H-A environment for class and race diversity, but not for gender equality. The class and race diversity is affected by organizational structure; on the other hand, gender equality is influenced by theologies. This study finds the answers to this discrepancy from the effect of biblical teachings on classist and sexist attitudes and the cumulative effect of structured domination of women.
330

Inkludering i virtuella miljöer : Med fokus på spel / Inkludering i virtuella miljöer, med fokus på spel

Annala, Sofia January 2022 (has links)
This study is about inclusion in digital environments with a focus on videogames. The purpose of the study is to provide insight into how to increase inclusion in the digital environment, primarily for women, and provide examples of how to apply good information design to digital spaces to contribute to increased inclusion in videogames. The aim is also to increase the understanding of how spatial design affects inclusion for users and which parts of the spatial aspect are important for the environment to be perceived as inclusive or not. The goal is to try to raise awareness about inclusion in the gaming environment and to get people to question the design. The methods used are questionnaire, interview workshop, site analysis and traditional masculine and feminine scale, as well as human centered design as a method and process in the work. Of these methods, prototypes were made and used to produce different notions of what is masculine or feminine, as well as what the users in the study perceived as more inclusive designs. The results show signs that the spatial environment gives signals to be able to behave in a certain way that can be linked to hypermasculinity. The users in the study perceived the most popular games to be in the more masculine direction with Counterstrike as the most masculine direction. The attributes of the game's environment and spatial elements were perceived by the users in the study as violence and terror, which may in this way send signals to the users that it is okay to behave in a more hypermasculine way as one of the attributes of hypermasculinity is violence. The conclusion is that a larger study would need to be carried out on the interaction between the environment and its signals to the users to see if it has a greater impact on the inclusion of the users, as there are signs that the spatial design also contributes to a hypermasculine environment in the digital space. / Det här arbetet handlar om inkludering i virtuella miljöer med fokus på spel. Syftet med studien är att ge insikt i hur man kanske kan öka inkluderingen i den digitala miljön för främst kvinnor och ge exempel på hur man kan tillämpa god informationsdesign på digitala rum för att bidra till en ökad inkludering. Syftet är också att öka förståelsen för hur den rumsliga gestaltningen påverkar inkluderingen för användarna och vilka delar av den rumsliga aspekten som har betydelse för att miljön ska uppfattas inkluderande eller inte. Målet är att försöka höja medvetenheten kring inkludering inom spelmiljön och att få människor att ifrågasätta designen.Metoderna som används är enkät, intervjuworkshop, platsanalys och traditionell maskulin och feminin skala, samt human centered design som en metod och process i arbetet. Av dessa metoder gjordes och användes sedan prototyper för att ta fram olika föreställningar om vad som är maskulint eller feminint, samt vad som användarna i studien uppfattade som mer inkluderande design. Resultatet visar tecken på att den rumsliga miljön ger signaler för att kunna eventuellt bete sig på ett visst sätt som kan kopplas till hypermaskulinitet. Användarna i studien uppfattade de mest populära spelen åt det mer maskulina hållet med Counter-Strike som det mest maskulina hållet. Attributen i spelets miljö och rumsliga element uppfattades av användarna i studien som våld och terror, vilket kanske på så sätt skickar signaler till användarna att de är okej att bete sig på ett mer hypermaskulint sätt då ett av attributen för hypermaskulinitet är våld. Slutsatsen är att det skulle behövas genomföras en större studie kring samverkan mellan miljön och dess signaler till användarna för att se om det har en större påverkan för inkluderingen av användarna, då det finns tecken på att det även den rumsliga gestaltningen bidrar till en hypermaskulin miljö i det digitala rummet.

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