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"White, Black, and Dusky": Girl Guiding in Malaya, Nigeria, India, and Australia from 1909-1960Stanhope, Sally K. 13 July 2012 (has links)
This comparative study of Girl Guiding in Malaya, India, Nigeria, and Australia examines the dynamics of engagement between Western and non-Western women participants. Originally a program to promote feminine citizenship only to British girls, Guiding became tied up with efforts to maintain, transform, or build different kinds of imagined communities—imperial states, nationalists movements, and independent nation states. From the program’s origins in London in 1909 until 1960 the relationship of the metropole and colonies resembled a complex web of influence, adaptation, and agency. The interactions between Girl Guide officialdom headquartered in London, Guide leaders of colonized girls, and the colonized girls who joined suggest that the foundational ideology of Guiding, maternalism, became a common language that participants used to work toward different ideas and practices of civic belonging initially as members of the British Empire and later as members of independent nations.
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Girls of the empire : the origins of environmental education and the contest for Brownies and Girl Guides /Young, Kelly Ann. January 2006 (has links)
Thesis (Ph.D.)--York University, 2006. Graduate Programme in Education. / Typescript. Includes bibliographical references (leaves 211-224). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:NR19792
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Young Girl och Strange Girl i den pharmacopornografiska eran : Om techno-flickan hos Tiqqun och BoydBäärnhielm Pousette, Sophie January 2018 (has links)
In this paper I undertake an investigation of the meaning of sexual difference for Tiqqun’s theory of the Young Girl, which describes a commodified subjectivity in the neoliberal age. Tiqqun’s claim, that Young Girl is not to be understood as a gendered concept but rather as a détournement of the capitalist girl archetype, is put in relation to Jennifer Boyds development of their theory. According to Boyd’s interpretation of Young Girl as an embodied, gendered subjectivity, she can resist the control of the Empire by transforming from non-agency to pure agency, the latter being the state Boyd coins Strange Girl. In order to understand the radical notions that seem to follow from interpreting Young Girl in terms of gendered subjectivity, I apply Paul B. Preciado’s theory of techno-gender in the pharmacopornographic era to Tiqqun and Boyd respectively. Preciado’s theory offers a way of addressing Young Girl as a specific embodied subject and holder of a potentia gaudendi, an orgasmic potential that is either exploiting or being exploited depending on the bearers techno-gender. To conclude, this essay offers up a re-reading of Young Girl as being the exploited techno femininity that transform, via molecular gender and sex-hacking, into Strange Girl and orgasmic agency. Thereby she performs an actual, and not symbolical, resistance against the biopower performed by the Empire. / <p>Presenterad vid Seminariet i feministisk kontinentalfilosofi i Stockholm, 12 oktober 2018</p><p></p><p></p>
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Attitudes and aspirations of girls of Afro-Caribbean originRiley, K. A. January 1985 (has links)
No description available.
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Entertaining tweens : re/presenting "the teenage girl" in "girl video games"Brown, Casson Curling 11 1900 (has links)
Research conducted during the 1990s revealed that video games increasingly
represent the medium through which children are first exposed to technology, that early
gaming can enhance future technological literacy, and that girls tend to play video games
less frequently than boys. These findings preceded efforts by feminist entrepreneurs,
followed by established video game producers, to develop ‘girl games.’ Such ‘girl-centred,’
‘girl-friendly,’ and girl-targeted video games now represent a lucrative branch of the
contemporary video game industry.
In this project, I utilized a multi-method approach to explore how ‘the ideal teen girl’
is re/constructed in three tween-airned ‘girl games.’ My discourse analysis of the
‘dominant’ messages in the games includes an examination of various available feminine
subject positions, and how ‘race,’ class, and (hetero)sexuality are implicated in these
positions. My analysis of semi-structured interviews that I conducted with eight tween girls
provides insight into their everyday readings of the ‘girl games.’
Unlike earlier research that framed girls as passive recipients of ‘damaging’
messages included in gendered texts, my findings suggest that the girls in my study engaged
in active and diverse readings of the interactive texts. The multiple ways in which the girls
recognized, identified with, resisted, and/or reworked elements of the feminine subject
positions demonstrated their management of such contradictory images of ideal girlhood.
According to my analysis, while several girls engaged in sceptical readings, none of the girls
ultimately rejected the video game messages, or linked them to the wider social order in
which they are produced, and which they work to re/produce.
My research also revealed that the girls’ identification of and with the subject
positions was shaped and augmented by knowledge they had gained from previous exposure
to associated transmediated representations (television, movies, music, and fashion
products). My research suggests that while ‘the ideal teen girl’ re/constructed for tween
garners reflects contemporary notions of girlhood, as she is active and capable, she reaffirms
Western standards of hegemonic femininity. The rules of play, beauty ideals, behaviours,
and priorities of consumption included in the games work to re/construct White, middle
class, heterogendered ‘teen femininity’ as normal and ideal.
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Entertaining tweens : re/presenting "the teenage girl" in "girl video games"Brown, Casson Curling 11 1900 (has links)
Research conducted during the 1990s revealed that video games increasingly
represent the medium through which children are first exposed to technology, that early
gaming can enhance future technological literacy, and that girls tend to play video games
less frequently than boys. These findings preceded efforts by feminist entrepreneurs,
followed by established video game producers, to develop ‘girl games.’ Such ‘girl-centred,’
‘girl-friendly,’ and girl-targeted video games now represent a lucrative branch of the
contemporary video game industry.
In this project, I utilized a multi-method approach to explore how ‘the ideal teen girl’
is re/constructed in three tween-airned ‘girl games.’ My discourse analysis of the
‘dominant’ messages in the games includes an examination of various available feminine
subject positions, and how ‘race,’ class, and (hetero)sexuality are implicated in these
positions. My analysis of semi-structured interviews that I conducted with eight tween girls
provides insight into their everyday readings of the ‘girl games.’
Unlike earlier research that framed girls as passive recipients of ‘damaging’
messages included in gendered texts, my findings suggest that the girls in my study engaged
in active and diverse readings of the interactive texts. The multiple ways in which the girls
recognized, identified with, resisted, and/or reworked elements of the feminine subject
positions demonstrated their management of such contradictory images of ideal girlhood.
According to my analysis, while several girls engaged in sceptical readings, none of the girls
ultimately rejected the video game messages, or linked them to the wider social order in
which they are produced, and which they work to re/produce.
My research also revealed that the girls’ identification of and with the subject
positions was shaped and augmented by knowledge they had gained from previous exposure
to associated transmediated representations (television, movies, music, and fashion
products). My research suggests that while ‘the ideal teen girl’ re/constructed for tween
garners reflects contemporary notions of girlhood, as she is active and capable, she reaffirms
Western standards of hegemonic femininity. The rules of play, beauty ideals, behaviours,
and priorities of consumption included in the games work to re/construct White, middle
class, heterogendered ‘teen femininity’ as normal and ideal.
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Entertaining tweens : re/presenting "the teenage girl" in "girl video games"Brown, Casson Curling 11 1900 (has links)
Research conducted during the 1990s revealed that video games increasingly
represent the medium through which children are first exposed to technology, that early
gaming can enhance future technological literacy, and that girls tend to play video games
less frequently than boys. These findings preceded efforts by feminist entrepreneurs,
followed by established video game producers, to develop ‘girl games.’ Such ‘girl-centred,’
‘girl-friendly,’ and girl-targeted video games now represent a lucrative branch of the
contemporary video game industry.
In this project, I utilized a multi-method approach to explore how ‘the ideal teen girl’
is re/constructed in three tween-airned ‘girl games.’ My discourse analysis of the
‘dominant’ messages in the games includes an examination of various available feminine
subject positions, and how ‘race,’ class, and (hetero)sexuality are implicated in these
positions. My analysis of semi-structured interviews that I conducted with eight tween girls
provides insight into their everyday readings of the ‘girl games.’
Unlike earlier research that framed girls as passive recipients of ‘damaging’
messages included in gendered texts, my findings suggest that the girls in my study engaged
in active and diverse readings of the interactive texts. The multiple ways in which the girls
recognized, identified with, resisted, and/or reworked elements of the feminine subject
positions demonstrated their management of such contradictory images of ideal girlhood.
According to my analysis, while several girls engaged in sceptical readings, none of the girls
ultimately rejected the video game messages, or linked them to the wider social order in
which they are produced, and which they work to re/produce.
My research also revealed that the girls’ identification of and with the subject
positions was shaped and augmented by knowledge they had gained from previous exposure
to associated transmediated representations (television, movies, music, and fashion
products). My research suggests that while ‘the ideal teen girl’ re/constructed for tween
garners reflects contemporary notions of girlhood, as she is active and capable, she reaffirms
Western standards of hegemonic femininity. The rules of play, beauty ideals, behaviours,
and priorities of consumption included in the games work to re/construct White, middle
class, heterogendered ‘teen femininity’ as normal and ideal. / Arts, Faculty of / Sociology, Department of / Graduate
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Spaces Between : Towards Depolarized Readings of <i>Incidents in the Life of a Slave Girl</i>Schneider, Bethany Suzanne January 1993 (has links)
No description available.
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The educational and recreational contributions of girl scoutingClark, Betty Duncan January 1940 (has links)
No description available.
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Woman scout : the empowerment of Juliette Gordon Low, 1860-1927 /Biegert, Melissa Ann Langley, January 1998 (has links)
Thesis (Ph. D.)--University of Texas at Austin, 1998. / Vita. Includes bibliographical references (leaves 298-312). Available also in a digital version from Dissertation Abstracts.
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