975 resultados para Art i ciència militar


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En el presente documento se proponen orientaciones didácticas para la evaluación y secuenciación de los contenidos curriculares. Se trata de ofrecer a los equipos docentes unos principios de intervención educativa adecuados para la organización del proceso de enseñanza y aprendizaje. El objetivo es pues, facilitar un material que pueda servir de apoyo a los maestros en su dificil tarea de educar, en la tarea de crear las condiciones de aprendizaje más apropiadas para que el alumnao construya, modifique, enriquezca y diversifique sus conocimientos, esto es, que sean capaces de aprender cada vez con mayor autonomía.

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Se presentan cinco unidades temáticas con sus respectivos materiales didácticos para la educación primaria. A través de éstas unidades se recogen propuestas de actividades destinadas a dar ideas al alumnado, crearles problemas y conflictos, sugerirles preguntas y respuestas destinadas a que el alumnado trabaje la descripción y constatación de objetos y fenómenos que se dan a nuestro alrededor.

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Contiene: Cuaderno del profesor y cuaderno del alumno

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Unidad didáctica destinada al alumnado de educación primaria, primero, segundo y tercer ciclo sobre educación artística. Consta de una guía didáctica para el docente que incluye la programación de las tres unidades: el personaje objeto, el personaje animal y el personaje humano y las orientaciones didácticas para su desarrollo, y un anexo con las fichas sobre los tres tipos de personajes a dramatizar.

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Este trabajo se presenta estructurado en dos volúmenes: una guía didáctica, para el profesorado, y un cuaderno de trabajo, para el alumnado

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Cuaderno de trabajo perteneciente a una unidad didáctica destinada al tercer ciclo de Educación Primaria. Se realizan actividades en torno al estudio de la luz y los colores: la luz y la visión; efectos que produce la luz sobre los objetos; formación de sombras; reflexión y refracción de la luz; descomposición de la luz blanca y teoría del color.

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Cuaderno de trabajo destinado al alumnado del tercer ciclo de Educación Primaria y en el que se realizan actividades de análisis de textos de periódicos, de programas de televisión y de confección de relatos.

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Aquesta tesi analitza i posa en relació, des d'un punt de vista teòric, la funció del sistema emocional humà y els processos de la comunicació publicitària. I busca en l'estètica i l'art, i més concretament en la pintura, els recursos expressius que permeten establir un lligam emocional amb el receptor de la publicitat.

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La tesi contrasta les conseqüències filosòfiques i la constel·lació temàtica de la Crítica del Judici, amb les manifestacions poeticofilosòfiques de F. Hölderlin i S.T. Coleridge. La font principal de recerca són aquelles tesis de la Crítica del Judici rellevants per comprendre l'esclat de l'idealisme allà on aquest nou sistema involucra significativament art i experiència estètica. Hölderlin s'instal·la de manera genuïna en la tensió entre l'idealisme i la filosofia crítica. Per la radicalitat dels seus plantejaments podrem presentar-lo també com a poeta romàntic o precedent del romanticisme. Pel que fa a Coleridge estudiem la recepció immediata de la filosofia Kantiana en el medi cultural britànic per contrastar el paper del poeta en la importació de la ideologia romàntica alemanya. L'objectiu és presentar Coleridge com a poeta que assumeix els postulats del romanticisme alemany i investigar si aquests postulats poden relacionar-se amb el balanç de la filosofia kantiana expressat a Crítica del Judici.

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This monograph seeks to provide an exposition and theoretical examination of Ciência da Carne (“Science of the Flesh”), a series of artworks in woodcut printing executed after research into the artistic aspects of Human Anatomy, done throughout the Graduate Course in Visual Arts at UNESP’s Art Institute. Traditional procedures of naturalistic representation of the human figure often adopt the scientific basis of Anatomy as a means of interpreting the surface contours of the body from its inside out. The historical connection between Anatomy and Art, however, is not merely accidental, for it is integral to the development of both disciplines, which find themselves deeply related in the human impulse for self-discovery and reinvention of its own likeness. The series of artworks collected in Ciência da Carne explores, through the particular graphical language provided by woodcut printing, abstract arrangements of isolated anatomical elements, at once removed from the context of traditional figurative representation and from the didactic goals of medical illustration.

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In this article, I examine the values and meanings that adhere to objects made by Maithil women at a development project in Janakpur, Nepal – objects collectors have called ‘Janakpur Art’. I seek to explain how and why changes in pictorial content in Janakpur Art – shifts that took place over a period of five or six years in the 1990s – occurred, and what such a change might indicate about the link between Maithil women’s lives, development, and tourism. As I will demonstrate, part of the appeal for consumers of Janakpur Art has been that it is produced at a ‘women’s development project’ seeking to empower its participants. And yet, the project’s very successes threaten to displace the producers (and what they produce) from their perceived qualities/identities as ‘traditional’ and ‘primitive,’ thereby bringing into question the authenticity of the ‘art’ they produce. The conundrum begs this question: can developing women produce primitive art?

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Mode of access: Internet.

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Mode of access: Internet.

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My dissertation defends a positive answer to the question: “Can a videogame be a work of art? ” To achieve this goal I develop definitions of several concepts, primarily ‘art’, ‘games’, and ‘videogames’, and offer arguments about the compatibility of these notions. In Part One, I defend a definition of art from amongst several contemporary and historical accounts. This definition, the Intentional-Historical account, requires, among other things, that an artwork have the right kind of creative intentions behind it, in short that the work be intended to be regarded in a particular manner. This is a leading account that has faced several recent objections that I address, particular the buck-passing theory, the objection against non-failure theories of art, and the simultaneous creation response to the ur-art problem, while arguing that it is superior to other theories in its ability to answer the question of videogames’ art status. Part Two examines whether games can exhibit the art-making kind of creative intention. Recent literature has suggested that they can. To verify this a definition of games is needed. I review and develop the most promising account of games in the literature, the over-looked account from Bernard Suits. I propose and defend a modified version of this definition against other accounts. Interestingly, this account entails that games cannot be successfully intended to be works of art because games are goal-directed activities that require a voluntary selection of inefficient means and that is incompatible with the proper manner of regarding that is necessary for something to be an artwork. While the conclusions of Part One and Part Two may appear to suggest that videogames cannot be works of art, Part Three proposes and defends a new account of videogames that, contrary to first appearances, implies that not all videogames are games. This Intentional-Historical Formalist account allows for non-game videogames to be created with an art-making intention, though not every non-ludic videogame will have an art-making intention behind it. I then discuss examples of videogames that are good candidates for being works of art. I conclude that a videogame can be a work of art, but that not all videogames are works of art. The thesis is significant in several respects. It is a continuation of academic work that has focused on the definition and art status of videogames. It clarifies the current debate and provides a positive account of the central issues that has so far been lacking. It also defines videogames in a way that corresponds better with the actual practice of videogame making and playing than other definitions in the literature. It offers further evidence in defense of certain theories of art over others, providing a close examination of videogames as a new case study for potential art objects and for aesthetic and artistic theory in general. Finally, it provides a compelling answer to the question of whether videogames can be art. This project also provides the groundwork for new evaluative, critical, and appreciative tools for engagement with videogames as they develop as a medium. As videogames mature, more people, both inside and outside academia, have increasing interest in what they are and how to understand them. One place many have looked is to the practice of art appreciation. My project helps make sense of which appreciative and art-critical tools and methods are applicable to videogames.

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I came here to Münster as the second part of what could have been a four-part grand tour of art. I went to Kassel for Documenta, but couldn't afford to go to Venice for the Biennale or to Basel for its art fair. I hadn't planned to go to Münster for the Sculpture Project '07, but a friend said I may as well go if I was in the Netherlands anyway. I came over the border into Germany through Arnhem, driving at somewhere from 130 to 180 kilometers an hour.