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Статті в журналах з теми "Etudes d’usages"
Traore, Linda C. Gabriella, Minata Ouattara, Sita Sanou, H. Oumou Sanon, and Valérie Bougouma-Yameogo. "Etude ethnobotanique des ligneux fourragers dans la commune de Guibaré au Burkina Faso." International Journal of Biological and Chemical Sciences 17, no. 1 (March 8, 2023): 77–93. http://dx.doi.org/10.4314/ijbcs.v17i1.6.
Повний текст джерелаHathout, Chaimae, Chakib Hamadi, and Sara Hathout. "Intention d’usage des messages réseau-publicitaires par le cybernaute nord-africain : Etude qualitative." International Journal of Financial Accountability, Economics, Management, and Auditing (IJFAEMA) 3, no. 3 (July 1, 2021): 285–301. http://dx.doi.org/10.52502/ijfaema.v3i3.94.
Повний текст джерелаBERKHOUT, C. "POINT DE VUE DES PATIENTS DE SOINS PREMIERS SUR L UTILISATION DE REMEDES DE BONNE FEMME NON PHARMACOLOGIQUES A GENEVE : ETUDE TRANSVERSALE." EXERCER 34, no. 191 (March 1, 2022): 108–9. http://dx.doi.org/10.56746/exercer.2023.191.108.
Повний текст джерелаEnnasser, Narjes. "De la symbolique à l'expression idiomatique: Etude comparée de quatre noms de couleur français et leurs équivalents en arabe." Dirasat: Human and Social Sciences 49, no. 5 (September 15, 2022): 597–606. http://dx.doi.org/10.35516/hum.v49i5.2798.
Повний текст джерелаDuckhyun Hwang. "Etude sur les rampes comme les principes d’usage archtectural dans le projet pour le Palais des Congrès de Strasbourg." ASSOCIATION CULTURELLE FRANC0-COREENNE 34, no. 1 (May 2017): 205–27. http://dx.doi.org/10.18022/acfco.2017.34.1.009.
Повний текст джерелаBERRY, M., Y. AUXÉMÉRY, G. FIDELLE, M. A. CREACH-JUZAN, and P. ARVERS. "Etude de l’usage problématique (usage abusif et dépendance) du cannabis dans les unités de l’armée de Terre en région Nord-Est." Médecine et Armées Vol. 41 No. 5, Volume 41, Numéro 5 (December 1, 2013): 473–78. http://dx.doi.org/10.17184/eac.6717.
Повний текст джерелаEncrenaz, G., V. Rondeau, A. Messiah, and M. Auriacombe. "D1-5 Une illustration de l’influence des sorties d’étude informatives sur les résultats d’une etude longitudinale d’usagers d’opiacés en traitement de substitution." Revue d'Épidémiologie et de Santé Publique 52 (September 2004): 44. http://dx.doi.org/10.1016/s0398-7620(04)99178-x.
Повний текст джерелаYao, César Kouassi, Marie-Thérèse N'dri Kouame, Ali Mangara, and Stanislas Georges Ablegué Bohi. "Etude ethnobotanique sur les niveaux de connaissance et d’usage d’<i>Irvingia gabonensis</i>, de <i>Beilschmiedia mannii</i>, et de <i>Strombosia pustulata</i> dans l’écosystème autour du Parc National de Taï (Sud-Ouest de la Côte d’Ivoire)." International Journal of Biological and Chemical Sciences 17, no. 6 (January 18, 2024): 2249–61. http://dx.doi.org/10.4314/ijbcs.v17i6.10.
Повний текст джерелаSchmid, Alexis, Pascale Naquin, and Remy Gourdon. "Etude expérimentale de l’incidence du niveau de démantèlement sur le taux de valorisation avant broyage des véhicules hors d’usage (VHU)." Déchets, sciences et techniques, no. 61 (2012). http://dx.doi.org/10.4267/dechets-sciences-techniques.2664.
Повний текст джерелаДисертації з теми "Etudes d’usages"
Person, Joël. "Conception participative de Learning Analytics croisant études d’usages et analyse de l’activité : le cas d’un projet réunissant enseignants de lycée et chercheurs." Electronic Thesis or Diss., Nantes Université, 2024. http://www.theses.fr/2024NANU2003.
Повний текст джерелаThis dissertation is part of the LEAP Num' research project being carried out in a secondary school that has been awarded the 'Digital Incubator' label. It documents the participatory design process and its ups and downs, and examines the conditions for the emergence of a techno-pedagogical innovation : Learning Analytics. The methodology employed is based on an ethnographic approach using interviews and observations (in some cases with video recordings, which support self-confrontation interviews). The theoretical framework used combines contributions from ergonomics on design processes (Darses and Falzon, 1996; Béguin, 2007) and usage studies (Jauréguiberry and Proulx, 2011). At the end of an initial design phase, we highlighted the gaps between two worlds (Béguin, 2007), that of IT researchers and that of teachers, as well as a weak version of participation in design. We proposed a re-engineering approach to volunteer teachers, based on the real activity of the players involved. This participative work leads to the implementation of a situation allowing the collection of computer data from pupils under ecological conditions. We are thus contributing to the design of a Learning Analytics Dashboard prototype. An aloud exploration of this artefact is filmed and analysed. We show the limits of an approach to student activity using the tool designed
Coville, Marion. "La construction du jeu vidéo comme objet muséal : le détournement d’un objet culturel et technique de son cadre d’usage initial et son adaptation au contexte muséal : étude de cas dans un centre de sciences." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H306.
Повний текст джерелаThis research explores exhibitions of video games featured in museums, in which commercial gaming products can be found. The study focuses on the changes of signification and uses that affect videogames during their shift from family living room to exhibition spaces, and investigates the professional spaces where the exhibition is designed. It relies on a field work during one of these exhibitions,completed by a study of public policy and the uses of video games in French museums. The study employs an interdisciplinary approach to explore the social, symbolic and material aspects of the object. This research is rooted in Cultural Studies and the study of the cultural aspects of social change. It also evokes various domains such as Communication, Sociology and Gender Studies. This research explores the articulation between three moments constructing video game as a museum object. First, the recognition of video game as a cultural good by public policies. Second, the design of a video game exhibition in a science center, that implies the modification of video games to create interactive exhibits. Third, the exhibition visited by people and the significance they grasp. Far from being isolated, these three moments are parts of a context where these different practices enrich one another