Curriculum, while often conceived as a static entity delivered as a neutral set of facts arranged in disciplinary categories, is, in reality, a pedagogical artifact—a product generated as a result of decisions made by a range of stakeholders who represent different cultural imperatives linked to contested perspectives about the purposes of school. Students’ and teachers’ experiences of school, then, are dialogic performances of a curriculum that promotes various levels of power and privilege, as well as understandings of equity and diversity. Therefore, whether or not it is recognized, the curriculum delivered in schools serves to either maintain or interrupt the status quo. Given the number of students who participate in public education, curriculum contributes a great deal to shaping the national narrative. Curriculum contributes to social movements, and the nature of the curriculum determines the direction of the movement.
Since curriculum development and implementation involves myriad decisions, influence is wielded by those with decision-making power. Social status and cultural capital, both of which are historically linked with political power, largely determine who makes curricular decisions, as well as how decisions are made. These conditions pose challenges for those who have been historically marginalized within educational institutions. Despite obstacles related to systemic inequities, different forms of curriculum can and do contribute to the creation and perpetuation of social movements. Moreover, educators who understand how educational institutions function, how curricular changes occur, and how curriculum can be a source of and vehicle for change can create conditions for transformative activist curricular movements.
La industria del entretenimiento ha lanzado al mercado distintos productos para su consumo. Uno de los tipos de juego son los que usan como recurso las barajas. A partir de una observación a las comunidades de cartas de Yugi-oh! en Guatemala, se presenta un estado del arte sobre los abordajes teóricos que abren las posibilidades a la observación y al análisis de estos elaborados espacios de producción de sentido que conectan lo global con lo local. El juego, dentro de la tradición sociológica, fue analizado primero como objeto, con un tiempo y espacio de excepción, al margen de la vida cotidiana. Pero el abordaje teórico contemporáneo del juego lo sitúa en el centro de las prácticas de cualquier sociedad. Como productor de símbolos y de prácticas, en donde se pone en tensión la espontaneidad y el control, el juego se define como una forma de acción. Si el juego es una forma de acción y su práctica es productora de sentidos y modeladora de comportamientos, los productos de la industria del entretenimiento deben ser abordados tanto desde las comunidades de consumidores del juego, situados en redes y territorios, como de sus productores del juego.
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