Abstract

The article identifies and analyzes the dominant discourse that have 12 boys and 7 girls 7th and 8th base year belonging to 4 educational establishments in the city of Talca in Chile, around the transgression of traditional identities of women in the video games. To do this during the 1st half of 2014 into a training program for teachers / Visual Arts as a teaching strategy that focuses on graphical expression called “Create your own character for video game” is implemented. By involving children alongside professionals in forming a methodological proposal based on Action Research framed in professional practices. Concluding after semantic analysis of drawings and stories, that representative images of women in video games transgress traditional gender identities into a dominant androcentric framework.

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