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    Fishes

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    Rad ne sadrži sažetak

    Južina 5

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    Strah

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    Rad ne sadrži sažetak

    Digitalna izrada i priprema kovanice

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    Rad ne sadrži sažetak

    Stereo / Bazooka bubble gum / Solitude

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    Rad ne sadrži sažetak

    Slika 3

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    Slike premetanja stvari

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    Rad ne sadrži sažetak

    Metodika nastave likovne kulture: Djelovanje videoigara na osobnost učenika osnovnoškolskog uzrasta

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    Svrha ovog rada bila je istražiti kako industrija videoigara utječe na osobnost učenika osnovnoškolskog uzrasta, kako učenici percipiraju sebe igrajući video igre te kako različite vrste(žanrovi) video igara utječu na osobnost učenika. Jedan od najvažnijih dugoročnih učinaka video igara je njihova mogućnost da mijenjaju uvjerenja, stavove, ponašanja, percepcije, očekivanja, afektivne osobine i strukture znanja igrača. Te promjene također dovode do promjena u osobnosti. Problem na temelju kojeg je osmišljeno ovo istraživanje polazi od toga da su u većini istraživanja video igara u odnosu na učenike osnovnoškolskog uzrasta pogledi usmjereni na ono nasilno u video igrama, sadržaje koji su očiti. Međutim, moraju se isto tako izdvojiti i pozitivni učinci gdje učenik razvija svoju osobnost igrajući video igre. Budući da su djeca sklona učenju prema imitaciji pa tako reflektiraju ponašanje glavnih likova, tako stvaraju i svoj karakter. Zato bi glavni cilj bio djecu osnovnoškolskog uzrasta obrazovati i u tom smislu da gledaju na video igru kao na umjetničko djelo koje nastaje kroz proces, od ideje do realizacije te ih poticati na one igre koje razvijaju pozitivne karakteristike. Npr. u simulacijskim igrama igrač se stavlja u ulogu glavnog lika, bilo to izgradnja i strategijsko upravljanje izgrađenim, vožnja automobila, broda ili aviona ili čak sportaš u raznim disciplinama. Takve igre su vrlo korisne u stjecanju novih znanja i vještina. Istraživanje je provedeno kvalitativnom i kvantitativnom metodom, uz primjenu online anonimnih anketa i igranjem videoigre. Potvrđeno je da videoigre utječu na osobnost učenika. Kroz sustave videoigara učenik uči i mijenja svoje stavove, znanja i načine na koji se izražava kako bi se prilagodio i bio što uspješniji unutar tog sistema. Igranjem određenih igara mogu se postići razna znanja i vještine kao što su koordinacija i prostorno snalaženje, preciznost(fina motorika), svjesnost okruženja (sistema), praćenje više sadržaja odjednom, bolja memorija i još puno više.The purpose of this paper was to investigate how the video game industry affects personality of elementary school students, how students perceive themselves while playing video games, and how different types (genres) of video games affect students’ personality. One of the most important long-term effects of video games is the ability to change beliefs, attitudes, behaviours, perceptions, expectations, affective traits, and knowledge structures of players, which also leads to changes in the players’ personality traits. This research is based on the fact that most research on video games in relation to primary school students is focused on the violence in video games and the contents which are obvious. However, positive effects, development of student’s personality traits by playing video games, must also be singled out. Since children are inclined to learn by imitation, they reflect the behaviours of the main characters, and create their own character. Therefore, the main goal would be to educate primary school children to look at a video game as a work of art that is created through the process, from an idea into realization, and encourage them to play games that develop positive characteristics. For example, in simulation games the player is placed in the role of the main character, the one who is building and strategically managing the built, driving a car, ship or plane or even an athlete in various disciplines. Such games are very useful in acquiring new knowledge and skills. This research was conducted by a qualitative and a quantitative method, using online anonymous surveys and playing a video game. It confirmed that video games affect students’ personality. Through video game systems students learn and change their attitudes, knowledge and the ways in which they express themselves in order to adapt and be as successful as possible within that system. By playing certain games, various knowledge and skills can be achieved such as coordination and spatial coping, precision (fine motor skills), awareness of the environment (system), monitoring more contents at once, better memory and much more

    Klesanje je forma energije

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    Klesanje je forma energije naziv je audio-vizualne instalacije koja predstavlja proces klesanja kamena a sastavljena je od nekoliko elemenata. To su: video, koji prikazuje proces klesanja kamenog bloka sve dok se ne pretvori u kamenu prašinu, kamena prašina kao završni produkt na postolju na kojemu sam klesala, zatim alat kojim sam klesala, radna odjeća koju sam nosila za vrijeme procesa te naposljetku i rukom ispisani Dnevnik klesanja. U cjelokupnom radu vrlo je važan zvuk mantričkog, meditativnog ritma udaraca špice o kamen. Blok kamena je smrvljen, poništen. Ukazuje na spoj između dvije naizgled oprečne, ali neraskidive veze – s jedne strane rad prikazuje ljepotu i meditaciju samog čina klesanja i sve što sa sobom nosi ili odnosi. Nestaju svi problemi do toga časa i počinje kamen, problem, muke, teškoće i zvuk. S druge strane tendencija ka uništenju, odnosno poništenju kamena te samoj njegovoj dematerijalizaciji, ukazuje na razornu moć alata u rukama čovjeka, tvrdoglavost, volju, strpljenje, vrijeme... Izlažem materijalne i virtualne dokaze procesa klesanja kamena kao umjetnički rad: Video: Video je ključan element rada iz razloga što čini vidljivim cijeli proces poništenja jednog kamenog bloka. Važan segment videa je i dokumentirani zvuk klesanja. Osim što naglašava mantričku meditativnost samog procesa, ukazuje na izmjene ritma i snage udaraca te daje dinamiku cjelokupnoj instalaciji. Prašina: Kamena prašina sa većim i manjim komadićima razlomljenog kamena izložena na postamentu na kojemu sam klesala predstavlja (de)materijalizirani produkt procesa kao umjetničko djelo. Odjeća: Oblačenje svakodnevno iste odjeće za vrijeme trajanja procesa klesanja, pretvorilo se svojevrsni performans, gotovo ritual. Ta odjeća više nije nevažna već postaje neodvojivi dio rada koji u sebi sadrži energiju i memoriju cijelog procesa. Izlažem je stoga kao još jedan segment instalacije. Dnevnik klesanja: U dnevniku klesanja svakoga sam dana zapisivala dojmove, napredak, osjećaje koji su me obuzimali tijekom rada. Jednako kao radnu odjeću, doživljavam ga bitnim dijelom procesa te ga kao takvog izlažem ravnopravno sa ostalim elementima instalacije.Sculpting is a form of energy is an audio-visual installation composed of several elements. A video showing the process of carving a stone block until it turns to stone dust, the dust on the pedestal, the tool I carved with, the clothes I wore during the process and a handwritten diary of the process itself. The sound of the chanting, meditative rhythm of the spike's strikes on the stone is very important in the whole work. The stone block was crushed, annulled. It points to a connection between two seemingly contradictory, and perhaps unbreakable connections - on the one hand, the work depicts the beauty and meditation of the very act of carving and everything it carries or takes with it. All the problems disappear by that time, the stone, the problem of it, the torment, the difficulties and the sound begin. On the other hand, the tendency towards the destruction, in the annulment of the stone, and its dematerialization itself indicates the destructive power of tools in human hands, stubbornness, will, patience, time... I present material and virtual evidence of the process of stone carving as a work of art. Video: The video is a key element of the work because it makes the process of annulling the stone block visible. An important segment of the video is also the documented carving sound. In addition to emphasizing the mantric meditativeness of the process itself, it points to changes in the rhythm and strength of the beats and gives a dinamic experiance to the entire installation. Dust: The stone dust with larger and smaller pieces of crushed stone displayed on the pedestal on which I carved represents a (de) materialized product of the process as a work of art. Clothes: Wearing the same clothes every day for the duration of the carving process turned into a kind of performance, almost a ritual for itself. These clothes are no longer unimportant but become an inseparable part of the work that contains the energy and memory of the whole process. I therefore present it as another segment of the installation. Carving diary: In the carving diary, I wrote down everyday impressions, the progress, the feelings that overwhelmed me during the work. Just like work clothes, I experience it as an important part of the process, and as such I expose it on an equal footing with other elements of the installation

    Animirani film "45""

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