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Drawing on the perspectives of youth involved in breaking, also known as breakdance, the aim of this article is to explore how their experiences contribute to the doing, redoing and undoing of gender. The negotiation of gender is highlighted through the female breakers’ experiences in a male-dominated culture. The analysis is based on fieldwork and qualitative interviews with young breakers in Norway. The results show that the female breakers challenged the perception of masculinity and femininity as they extended their practice of gender. Their desire to disprove the gendered expectations of female breakers resulted in a mixing of masculinity and femininity. Accordingly, the gender regime among the breakers was simultaneously re-constructed and challenged. We argue that both male and female breakers challenge normative perceptions of doing gender. Consequently, breaking has the capacity to dismantle the gender binary, and to redo and undo the gender order.  相似文献   
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When navigating through the vast amount of information that we encounter in our everyday lives, we constantly make decisions concerning what information to read more closely and what information to disregard. Consideration of the relevance and trustworthiness of information sources facilitates those decisions. In the present study, we interviewed 25 upper-secondary students after they had selected documents to use in completing a task, and we asked them to justify their selections. A qualitative analysis of the interview data showed that students’ justifications could be related to (1) content relevance, (2) source features, and (3) prior topic knowledge. The results demonstrate that students are able to evaluate content relevance and source features as part of their document selection strategies but that perceived prior knowledge seems to influence both selections and justifications.  相似文献   
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Electronic games are popular and many children spend much time on this activity. Here we investigate whether the quantity of time children spend on gaming is related to their social development, making this the first study to examine this relationship in children. We examine prospective relations between time spent gaming and social competence in a community sample of Norwegian 6 year olds (n = 873) followed up at ages 8, 10, and 12, controlling for socioeconomic status, body mass index, and time spent gaming together with friends. Results revealed that greater social competence at both 8 and 10 years predicted less gaming 2 years later and that more age-10 gaming predicted less social competence at age 12 but only among girls.  相似文献   
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ABSTRACT

The study aimed to investigate variations in addition and subtraction fluency by observing grade three students in Norway (n = 253, Mage = 8.38 y.) and Finland (n = 209, Mage = 9.35 y.) while controlling for their age and non-verbal reasoning. Gender differences were also examined. The focus of the study was on the performance of the low-achieving (LA) students in comparison to the typically achieving (TA) group, not neglecting differences in how early educational support was organised across the two countries. Two-minute speed tests in both addition and subtraction within the 1–20 number range were used to assess fluency. The Finnish students outperformed students in the Norwegian sample both in addition and subtraction fluency. There were more Norwegian students in the LA group (i.e. performance at or below the 25th percentile) in both addition (37.9% vs. 20.1%) and subtraction (39.1% vs. 15.8%). In comparison to the TA students, the LA students made more errors and skipped over more arithmetic tasks in an attempt to solve them. Observed differences are discussed in relation to both country characteristics concerning early mathematics education and early educational support.  相似文献   
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