Mrežni rječnici katkad sadržavaju multimedijske sadržaje koji mogu uključivati i igre. Igre se najčešće nalaze u dječjim leksikografskim izdanjima te se mogu nalaziti na multimedijskim diskovima koji ...su dodatak tiskanim knjigama. Većina multimedijskoga sadržaja trenutačno se izdaje za mrežu. Primjere obrazovnih igra za učenje rječničkoga sadržaja možemo npr. vidjeti na mrežnim stranicama rječnika
Merriam-Webster
, a u Hrvatskoj na multimedijskome disku uz
Prvi školski rječnik
, u internetskim igrama koje slijede
Prvi školski pravopis
te na stranicama
Arhivističkoga rječnika
, na kojima se nalazi poveznica na daktilografsku igru. Nažalost, većina mrežnih stranica rječnika ne sadržava zabavne obrazovne sadržaje koji bi privukli korisnike te na zabavan način pomogli djeci, ali i odraslima, da nauče određene rječničke sadržaje poput značenja riječi, oblika riječi, izgovora, pravopisa, sintaktičkih i semantičkih veza među riječima itd. Igrifikacija je proces uključivanja pravila, elemenata ili mehanika igara u određene situacije kako bismo ih učinili zabavnijima. U radu će se objasniti proces igrifikacije rječničkoga sadržaja
Hrvatskoga mrežnog rječnika – Mrežnika
te ponuditi model igrifikacije mrežnoga rječnika. Prikazat će se različite igre poput kvizova, pamtilica, igara povezivanja riječi i slika itd. koje se mogu implementirati u strukturu rječnika ili staviti na mrežne stranice rječnika. Objasnit će se tehnologija koja se primjenjuje za izradu tih igara. Analizirat će se i drugi mogući elementi igrifikacije koji se mogu implementirati u igre poput bodovanja i rangiranja korisnika u natjecateljskim igrama te davanja značaka (engl.
badge
) najboljim igračima.
Web dictionaries sometimes contain multimedia such as games. Games usually accompany lexicographic works for children and can appear on special optical media. Now, most multimedia content accompanying the content of lexicographic works is published online. Examples of dictionaries that have games for learning vocabulary are
Merriam-Webster
dictionaries; in Croatia, games come on CD with the printed
First School Dictionary
, while online games accompany the
First Croatian Orthography Manual
. There is also a link to a typing game on the site of the
Croatian Archive Dictionary
. Unfortunately, most dictionary websites do not contain entertaining educational content such as games to help their users learn certain words, different forms of words, semantic and syntactic relations between words, spelling, pronunciation, etc. Gamification is a process in which gaming mechanics and elements are applied to a non-gaming situation to make it more entertaining. This paper explains the process of gamifying the dictionary content of the
Croatian Web Dictionary – Mrežnik
. Gamification is conducted by using games for learning orthography, grammar (phonology, morphology, syntax), vocabulary, and culture. Many different games are implemented into the dictionary structure. These games include quizzes, memory games, crossword puzzles, drag-anddrop games etc. The technological solutions used to develop these games are explained. Other gamification elements that can be implemented into online dictionaries, such as badges for successfully finding words or leaderboards in competitive games are also presented.
This paper attempts to answer the question how the working class in Yugoslavia perceived the social inequalities that increased in 1960s Yugoslavia. By analysing letters, petitions and complaints ...that workers wrote to the highest political authorities in the country and by inspecting the statistics and analyses created by the highest political institutions of the State, the workers’ views and reasons for their dissatisfaction are revealed. The main reason for their discontent was the growing socio-economic differences between them and the highest social strata, primary the managerial elite in the enterprises. From the workers’ perspective, their unequal position was visible not only through their wages but also through their relations within the enterprises and other aspects of social life like housing.
Cet article porte sur la perception par la classe ouvrière de l’accroissement des inégalités sociales dans la Yougoslavie des années 1960. L’analyse des lettres, des pétitions et des revendications adressées par les ouvriers aux plus hautes autorités de l’État et l’examen des statistiques et des analyses produites par les mêmes autorités font apparaître le point de vue des ouvriers et les raisons de leur mécontentement. La principale cause d’insatisfaction était l’accroissement des inégalités socio-économiques entre eux et la couche sociale la plus élevée, au premier chef l’élite dirigeante des entreprises. Du point de vue des ouvriers, les inégalités étaient perceptibles non seulement à travers les salaires, mais aussi à travers les relations au sein des entreprises et d’autres aspects de la vie sociale, comme le logement.
The main objective of the study is to analyze the relationship between Yugoslavia's diaspora policy and foreign affairs throughout the period of its existence from 1945 to 1991. The analysis is based ...on a comparative view of the evolution of diaspora policy and foreign affairs, in stages determined by key years in which the diaspora policy was redefined. Through a scrutiny of the interaction between institutions in those jurisdictions the expatriates resided, and the highest state authorities the main thesis is put forward. Accordingly, Yugoslavia's foreign affairs and diaspora policies were never integrated, nor systematically synchronised. Foreign affairs were not interested in this kind of collaboration, while they did not see diaspora as an important actor in international relations, particularly when the main focus was put on the Non-Aligned Movement. This led to tensions between the services and institutions dedicated to working with emigrants and the foreign affairs institutions.
The paper describes a model for transferring data from dictionary structure into games. The model is developed on the example of Croatian Web Dictionary – Mrežnik. Mrežnik has a complex structure ...with fields and subfields for entering data created in TLex. Dictionary data organized in a fixed structure can be selected from the dictionary, exported, and used for automatic or semi-automatic creation of educational games like spelling games, accentuation, splitting words into syllables, idioms, and word relations (e.g. synonyms, antonyms). Dictionary data can be processed by a game algorithm that creates game assignments and corrects answers based on data structure. Game types based on structured dictionary data are quizzes, fill-in-the-blank games, drag-and-drop games, typing games, and crossword puzzles. The development process will be analyzed based on these initial steps: understanding dictionary structure, conceptualizing games based on structured dictionary data, choosing game data, exporting data, processing data, and gamifying dictionary data. After explaining each of the steps, the authors propose modifications to the steps and analyze how they can be used for other e-lexicographic works.
Ovaj rad prikazuje model prebacivanja strukturiranih podataka iz rječnika u igre. Model je osmišljen i oprimjeren na primjeru Hrvatskoga mrežnog rječnika – Mrežnika, u čijoj su izradi sudjelovali autori rada. Mrežnik ima razrađenu strukturu obrade natuknica unutar koje su određeni podatci koji se unose u određena polja. Ta polja sadržavaju podatke iz kojih se mogu napraviti igre poput definicija riječi, rastavljanja na slogove, naglašavanja riječi, sinonima, antonima, frazema, mocijskih parnjaka, vidskih parnjaka, tvorenica itd. Također riječi koje sadržavaju glasove ili skupove koji su povezani s pravopisnim problemima i za izvorne govornike hrvatskoga jezika (ije/je, č/ć, đ/dž) mogu se vježbati s pomoću pravopisnih igara. Podatci se iz tih polja u određenim natuknicama mogu izvesti iz rječničke baze te se ti podatci mogu iskoristiti za poluautomatsko stvaranje i ispravljanje zadataka. Primjerice, izvozom sinonima iz rječnika dobivaju se parovi riječi, pa se može računalno obraditi tekst kako bi se oblikovali zadatci i odredili točni odgovori. Na temelju izvezenih rječničkih podataka izrađeni su idući tipovi igara: igre popunjavanja praznina, kvizovi, igre dovlačenja, daktilografske igra i križaljka. Neke su igre trenutačno dostupne na portalu za igre https://rjecnik.hr/igre/. Prvotno izrađen model izrade obrazovnih igara na temelju strukturiranih rječničkih podataka objasnit će se iscrpno u koracima koji uključuju razumijevanje strukture rječnika, osmišljavanje igara, odabir podataka, izvoz podataka, računalnu obradu podataka te igrifikaciju podataka. Nakon što je svaki korak objašnjen, koraci modela malo su izmijenjeni na temelju novih zaključaka istraživanja te se analizira kako bi se novoosmišljeni model mogao upotrijebiti u drugim e-leksikografskim izdanjima.
This article shows the process of liberalization of the media that took place in the 1960s and early 1970s in Croatia. By using the methodology of historical sciences and based on previously ...unpublished archival sources and relevant literature, the author researches this process in the context of wider social and political processes of the 1960s, which Croatian historians usually characterize as the reform period. For the Croatian media, this period was a phase of significant development in both the technological and professional sense, but also in terms of criticism in which the media started to change their role as an independent social factor. Numerous Croatian journalists started to adopt the liberal concept of the public sphere and the role of media, but the process was stopped by the highest political officials in late 1971 and early 1972. The liberalization process and its end is analyzed through the activities of the Croatian Journalists Society, the umbrella organization of journalism in the Socialist Republic of Croatia and through the activities of the biggest Croatian media companies of that time.
The paper analyses the process of creating a Croatian gamification glossary. Gamification is a relatively new term, and many papers about its implementation and effects are written yearly. ...Gamification is closely linked to video games, from which it borrows many elements. The evolution of video games as a medium leads to the development of gamification as a process. New terms denoting gamification elements and game types constantly appear. Most of these new terms are not yet defined in lexicographic sources, and some are not translated into other languages, including Croatian. That was the motivation for the creation of the Croatian gamification glossary. It records existing terms and definitions and translates and defines new terms. Creating a glossary is broken down into steps that explain how terms have been selected, categorized, translated, and defined using reliable sources and the corpus created by the author, and how the Glossary is published online. The process of creating the gamification corpus and translating terms is explained in detail. The difficult-to-translate terms and definitions are extracted and highlighted for future research.
The paper analyses the process of creating a Croatian gamification glossary. Gamification is a relatively new term, and many papers about its implementation and effects are written yearly. ...Gamification is closely linked to video games, from which it borrows many elements. The evolution of video games as a medium leads to the development of gamification as a process. New terms denoting gamification elements and game types constantly appear. Most of these new terms are not yet defined in lexicographic sources, and some are not translated into other languages, including Croatian. That was the motivation for the creation of the Croatian gamification glossary. It records existing terms and definitions and translates and defines new terms. Creating a glossary is broken down into steps that explain how terms have been selected, categorized, translated, and defined using reliable sources and the corpus created by the author, and how the Glossary is published online. The process of creating the gamification corpus and translating terms is explained in detail. The difficult-to-translate terms and definitions are extracted and highlighted for future research.
Rad opisuje proces izrade igrifikacijskoga pojmovnika za hrvatski jezik. Igrifikacija je novi pojam te godišnje nastaje više radova koji se odnose na implementaciju i učinke igrifikacije. Igrifikacija je usko povezana s videoigrama od kojih preuzima mnoge elemente te razvoj videoigara kao medija dovodi i do razvoja igrifikacije kao procesa. Time dolazi do pojave novih naziva i pojmova povezanih s igrifikacijskim elementima i tipovima igara. Neki od novih naziva još nisu definirani u leksikografskim izvorima i većina nije prevedena na druge jezike uključujući i hrvatski. To je bio poticaj za izradu hrvatskoga igrifikacijskog pojmovnika. U pojmovniku se prikupljaju postojeći engleski nazivi s njihovim prijevodima na hrvatski i definicijama. Novi nazivi zapisuju se s novostvorenim prijevodima i definicijama. Proces izrade pojmovnika prikazan je s pomoću koraka koji objašnjavaju izbor naziva, njihovu kategorizaciju, prijevode, izbor pouzdanih izvora i korpusa koji pomažu pri njihovu definiranju te postupak objavljivanja pojmovnika na mreži kako bi bio javno dostupan. U radu se analizira i postupak izrade igrifikacijskoga korpusa te objašnjavaju razlozi za prevođenje određenih novih naziva. Nazivi koje je bilo teže prevesti ili definirati izdvojeni su za daljnja istraživanja.