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Статті в журналах з теми "Metodologia della ricerca"
Subrizi, Carla. "Scrivere la storia dell’arte: metodologia e ricerca negli ultimi decenni." Boletín de Arte, no. 38 (October 31, 2017): 171–78. http://dx.doi.org/10.24310/bolarte.2017.v0i38.3362.
Повний текст джерелаFederighi, Paolo. "Metodologia della ricerca nell'educazione degli adulti." EDUCATIONAL REFLECTIVE PRACTICES, no. 1 (June 2020): 39–57. http://dx.doi.org/10.3280/erp2019-001004.
Повний текст джерелаLipari, Domenico. "I metodi della ricerca sociale oltre i confini del modello sperimentale." EDUCAZIONE SENTIMENTALE, no. 35 (September 2021): 42–52. http://dx.doi.org/10.3280/eds2021-035003.
Повний текст джерелаSainaghi, Ruggero. "I risultati delle imprese alberghiere: una rassegna della letteratura internazionale." ECONOMIA E DIRITTO DEL TERZIARIO, no. 3 (July 2012): 527–52. http://dx.doi.org/10.3280/ed2011-003006.
Повний текст джерелаBonaminio, Vincenzo, and Paolo Fabozzi. "Percorsi non convenzionali nell'esplorazione del rapporto tra ricerca empirica e psicoanalisi." GRUPPI, no. 2 (July 2012): 97–124. http://dx.doi.org/10.3280/gru2011-002007.
Повний текст джерелаMangia, S., MA Macrì, G. Garreffa, and B. Maraviglia. "Prospettive e limiti dei metodi RM nello studio della funzionalità cerebrale." Rivista di Neuroradiologia 13, no. 1 (February 2000): 85–92. http://dx.doi.org/10.1177/197140090001300115.
Повний текст джерелаAbbate, Corrado, and Augusto Merlini. "Distretti industriali: aree di concentrazione di PMI specializzate." RIVISTA DI ECONOMIA E STATISTICA DEL TERRITORIO, no. 1 (March 2010): 34–103. http://dx.doi.org/10.3280/rest2010-001003.
Повний текст джерелаPievani, Telmo. "La teoria dell'evoluzione oggi. Un approccio neo-lakatosiano." PARADIGMI, no. 3 (December 2012): 27–43. http://dx.doi.org/10.3280/para2012-003003.
Повний текст джерелаKnapton, Michael. "Le campagne trevigiane: i frutti di una ricerca." SOCIETÀ E STORIA, no. 130 (February 2011): 771–800. http://dx.doi.org/10.3280/ss2010-130005.
Повний текст джерелаBocquenet, Louis, Angela Sordano, and Diego Rora. "Cadre e l'attualitŕ dell'invisibile." GRUPPI, no. 1 (October 2010): 75–85. http://dx.doi.org/10.3280/gru2010-001007.
Повний текст джерелаДисертації з теми "Metodologia della ricerca"
Solco, Adriana. "Metodologia della ricerca educativa e della ricerca formativa." Doctoral thesis, Universita degli studi di Salerno, 2014. http://hdl.handle.net/10556/1548.
Повний текст джерелаQuesto lavoro nasce dall’esigenza di riflettere sul ruolo che l’Autonomia scolastica ha rivestito nella gestione della Scuola. Il punto di partenza è stata l’esigenza di conoscere l’evoluzione che l’autonomia scolastica ha apportato nella cultura organizzativa della scuola, nella gestione del personale e nella sua valorizzazione da parte dei Dirigenti scolastici. Una delle più rilevanti innovazioni in campo scolastico è stata indubbiamente l’attribuzione dell’Autonomia alle Istituzioni Scolastiche. Il lavoro di ricerca ha riguardato, difatti, lo sviluppo e le pratiche professionali dei Dirigenti scolastici nella gestione delle risorse umane, a seguito dell’Autonomia scolastica. Il nostro non vuole essere una formalizzazione sull’Autonomia scolastica, né vuole fornire risposte certe, affermando in quale Paese viene meglio gestita l’Autonomia scolastica, perché a nostro avviso le sistematizzazioni sono strutturate nel tempo e variano a secondo degli angoli di visuale. L’intento principale è stato quello di guardare con occhi lucidi come i Dirigenti scolastici affrontano i problemi quotidiani nella gestione delle risorse umane in Italia e in Inghilterra al fine di trarre spunti di miglioramento per il futuro. [a cura dell'autore]
XXII n.s.
Tosatto, Claudio <1974>. "Il passato nell’epoca della sua (ri)producibilità digitale. Torino 1943 - 45. Metodologia della ricerca con tecnologie informatiche. Sistema storico-territoriale di informazione multimediale." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2008. http://amsdottorato.unibo.it/1106/1/Tesi_Tosatto_Claudio.pdf.
Повний текст джерелаIf the job of the historian is to understand the past like it has been comprised from the people who have lived it, then is perhaps not risked to think that it is also necessary to communicate turns out you of the searches with own instruments that belong to an age and that they influence the mentality of who in that age alive. Emergent technologies, especially in the area of the multimedialità like the virtual truth, allow the historians to communicate the experience of the past in more senses. In that way the history collaborates with the computer science technologies stopping itself on the possibility to make historical reconstructions virtual, with relati examples and book reviews to you? What mainly it takes care the historians is if a reconstruction of a lived last fact through its recreation in pixels is a method of acquaintance of the history that can be considered valid. That is the emotion that navigation in a truth 3D can provoke, is means in a position to transmitting acquaintance? Or perhaps the idea that we have of the past and its study comes thin changed in the moment in which it is disclosed through the diagram 3D? For a long time but the discipline has begun to above all make the accounts with this situation, forced from the invasività of this type of average, from the show making of the past and one spreading of the partial and antiscientific past. In a literary world post it must begin to think that the visual culture in which we are dipped is changing our relationship with the past: for this the acquaintances matured until today are not false, but it is necessary to recognize that historical truth exists more than one, to times written to times visual. The computer has become one omnipresent platform for the rappresentazione and information dissimation. The methods of interaction and representation are evolving continually. And it is on these two railroads that are move the offer of the computer science technologies to the service of the history. The scope of this thesis is just that one to explore, through it uses and the computer science experimentation of various instruments and technologies, as it can effectively be told the virtual past through three-dimensional objects and atmospheres, and like, in their being characterizing elements of communication, in that way they can collaborate, in this particular case, with the historical discipline. The present search reconstructs some history lines of the main active factories to Turin during the second world war, remembering tightened relation that exists between structures and individuals and in this city in particular between factory and movement laborer, is unavoidable to penetrate in the vicissitudes of the movement Turinese laborer who in the period of the fight of Liberation in city was a political and social subject of first relief. In the city, understanding like been involved biological entity in the war, the factory (or the factories) becomes the conceptual nucleus through which to read the city: they are the factories it objects to it to you main of the strafings and is in the factories that fight one war of liberation between class laborer and authority, of factory and citizens. The factory becomes the place of "usurpation of the power" of which Weber speaks, the stage in which the various episodes of the war are kept: strikes, deportations, occupations.... The model of the city represented here is not a simple visualization but an informative system where the modeled truth is represented from objects, that they make from theatre to the development of events with a precise chronological positioning, to whose inside is possible to carry out operations of selection to render (images static), of filmati estimated (animations) and navigable scenes interactively beyond to activity of search of bibliographical sources and comments of students mainly legacies to the event in object. Objective of this job is to make to interact, through various plans, the historical disciplines and computer science, in the various technological opportunities that this introduces. The offered possibilities of reconstruction from the 3D come therefore put to service of the search, offering an integral vision in a position to approaching us the truth of the age taken in consideration and convogliando in an only espositiva platform all it turns out to you. Spreading Plan Informative Map Multimedia Turin 1945 On the practical plan the plan previews a navigable interface (Flash technology) that it represents the plant of the city of the age, through which it is possible to have a vision of the places and of the times in which the Liberation taken shape, it is to conceptual level, it is to practical level. This I interlace of coordinated in the space and in the time it not only improves the understanding of the phenomena, but it creates a greater interest on the argument through I use it of instruments disclosed you of great effectiveness (and appeal) without to lose sight the necessity of valicare the historical theses proposing itself like didactic platform. A such context demands a study deepened of the historical events to the aim to reconstruct with clarity a map of the city that is precise is topographicalally is to level of multimediale navigation. The preparation of the map must follow the standards of the moment, therefore the used computer science solutions are those supplied from Adobe Illustrator for the realization of the topography, and from Macromedia Flash for the creation of a navigation interface. The base of the data described is obviously consultabile being contained in the medium support and totally annotated in the bibliography. It is the continuous one to evolvere of the information technologies and it massiccia spread of the use of the computers that us door to a substantial change in the study and the historical learning; the academic structures and the operating economic have made the demand own that it reaches from the user (teaching, students, operating of the Cultural Assets) of one greater spread of the historical acquaintance through its computerized representation. On the didactic forehead the reconstruction of an historical truth through instruments informed to us concurs also with the not-historical to touch with hand those that are problematic of the search the which sources lacking, holes of the chronology and appraisal of the authenticity of the facts through tests. The computer science technologies allow a complete, unitary vision and exhausting of the past, convogliando all the information on an only platform, allowing also to who are not specialized to comprise immediately of what are spoken. The better book than history, for its nature, cannot make it in how much divides and organizes the news in various way. In this way to the students it comes given the opportunity to learn through a various rappresentazione regarding those to which they are accustoms to you. The premise centers them of the plan is that it turns out to you in the learning of the students can be improves to you if a concept or a content comes communicated through more channels than expression, in our case through a text, images and a multimediale object. Didactics The Fiorio Tannery is one of the place-symbol of the Turinese Resistance. The plan is one reconstruction in virtual truth of the Fiorio Tannery of Turin. The reconstruction serves to enrich the historical culture is to who produces it, through an accurate search of the sources, is to who can then have use of of, above all the young people, than, attracted from the ludic aspect of the reconstruction, they learn with more facility. The construction of manufatto in 3D supplies to the students the bases in order to recognize and to express the just relation between the model and the historical object. It is made of job through which it is joints to the reconstruction in 3D of the Tannery: a deepened historical search, based on the iconografiche, cartographic sources, that they can be documents of arches or archaeological diggings to you, sources, etc. The modellazione of the buildings on the historical basis for research work, in order to supply the poligonale geometric structure that allows three-dimensional navigation. The realization, through the instruments of the computer graphic of navigation in 3D. Unreal Technology is the name given to the used graphic motor in numerous videogames trades them. One of the fundamental characteristics of such product is that one of having a called instrument Unreal editor with which it is possible to construct virtual worlds, and that it is that one used for this plan. UnrealEd (Ued) is the software in order to create levels for Unreal and the games base to you on the motor of Unreal. E' be used the free version of the editor. The final result of the plan is a navigable virtual atmosphere representing one accurate reconstruction of the Fiorio Tannery to the times of the Resistance. The customer can visit the building and visualize specific information on some points of interest. Navigation comes carried out in first person, a process of "show" of atmospheres visits you through a furnishing consono allows to the customer one greater immersività rendering the more credible and immediately codificabile atmosphere. The Unreal architecture technology has allowed to obtain a good result in the short time, without that they were necessary participations of programming. This motor is, therefore, particularly adapted to the fast realization of prototypes of a discreet quality, the presence of a sure number of bug renders it, but, in inaffidabile part. To use a editor from videogame for this foretell reconstruction the possibility of a its employment in the didactic field, what the simulations in 3D allow in the specific case are to allow the students to experience the job of the historical reconstruction, with all the problems that the historian must face in recreating the past. This job wants to be for the historians a experience in the direction of the creation of a expressive repertorio more wide one, that it includes three-dimensional atmospheres. The risk to employ of the time in order to learn as this technology works in order to generate virtual spaces renders skeptics how many is engaged in the instruction, but the experiences of plans develop to you, above all to the foreign country, serve to understand that they are a good investment. The fact that a software house, that happening of public creates a videogame of large, includes in its product, a series of instruments that concur with the customer the creation of own worlds in which playing, it is sintomatico that the computer science schooling of the medium customers is growing more and more quickly and that I use it of a editor as Unreal Engine will be in future one activity to the capacity of a more and more immense public. This puts to us in the conditions for planning modules of instruction more immersed to you, in which the experience of the search and the reconstruction of the past they interlace with the more traditional study of the events of one sure age. The virtual worlds interatti to you often come defined like the cultural shape key of XXI the century, as the cinema it has been for the XX. The scope of this job has been that one to suggest that the objects and the acclimatizations in 3D are large opportunities for the historians employing, and that they must pick them. The fact is considered that the aesthetic one has an effect on the epistemologiy. Or at least on the shape that turns out you of the historical searches they assume in the moment in which they must be diffuse. A made historical analysis in superficial way or with presupposed wrong can however be diffuse and to have credit in numerous atmospheres if diffused with winning and modern means. Here why it does not convene to bury a good job in some library, in attended that someone discovers it. Here why the historians do not have to ignore the 3D. Our ability, like students and students, to perceive important ideas and guidelines often depends on the methods that we employ in order to represent the data and the evidence. Because the historians can obtain the benefit that 3D the door with himself, however, they must develop a search agenda turns to assess that the 3D he supports theirs objects you of teaching investigators and. An historical reconstruction can be much profit from the educational point of view is not from who the visit but, also from who it realizes it. The phase of necessary search for the reconstruction cannot make other that to increase the background cultural of the developer. Conclusions The thing more important has been the possibility to make experiences in the use of mass media of this kind in order to tell and to introduce the past. Turning upside down the cognitive paradigm that I had learned in the humanistic studies, I have tried to desumere those that we will be able to call "universal laws" from the objective data emerged from these experiments. From epistemologico point of view computer science, with its ability to manage impressive masses of data, gives to the students the possibility to formulate of the hypotheses and then to assess them or to refute them through reconstructions and simulations. My job has gone in this direction, trying to know and to use instruments it puts into effect them that in the future they will have always greater presence in the communication (also scientific) and that they are the mass media of excellence for determined bands of ages (adolescent). Wanting to push to the end the terms we can say that the challenge that today the visual culture places to the traditional methods of making history is the same one that Erodoto and contrapposero Tucidide to the narrators of myths and legends. Before Erodoto the myth existed, that it was means perfectly adapted in order to tell and to give meant to the past of one tribe or one city. In a literary world post our acquaintance of the past is thin changing in the moment in which we see it represented from pixel or when the information gush not alone, but thanks to the interattività with means. Our ability as studious and students to perceive important ideas and guidelines often depend on the methods that we employ in order to represent the data and the evidence. Because the historians can obtain the benefit sottinteso to the 3D, however, they must develop a search agenda turns to assess that the 3D he supports theirs objects you of teaching investigators and. The experiences collections in the previous pages carry to not too much think that in a future far away an instrument to us as the computer will be the only means through which transmitting acquaintances, and from the didactic point of view its interattività concurs involvement in the students like no other modern mass media.
Tosatto, Claudio <1974>. "Il passato nell’epoca della sua (ri)producibilità digitale. Torino 1943 - 45. Metodologia della ricerca con tecnologie informatiche. Sistema storico-territoriale di informazione multimediale." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2008. http://amsdottorato.unibo.it/1106/.
Повний текст джерелаIf the job of the historian is to understand the past like it has been comprised from the people who have lived it, then is perhaps not risked to think that it is also necessary to communicate turns out you of the searches with own instruments that belong to an age and that they influence the mentality of who in that age alive. Emergent technologies, especially in the area of the multimedialità like the virtual truth, allow the historians to communicate the experience of the past in more senses. In that way the history collaborates with the computer science technologies stopping itself on the possibility to make historical reconstructions virtual, with relati examples and book reviews to you? What mainly it takes care the historians is if a reconstruction of a lived last fact through its recreation in pixels is a method of acquaintance of the history that can be considered valid. That is the emotion that navigation in a truth 3D can provoke, is means in a position to transmitting acquaintance? Or perhaps the idea that we have of the past and its study comes thin changed in the moment in which it is disclosed through the diagram 3D? For a long time but the discipline has begun to above all make the accounts with this situation, forced from the invasività of this type of average, from the show making of the past and one spreading of the partial and antiscientific past. In a literary world post it must begin to think that the visual culture in which we are dipped is changing our relationship with the past: for this the acquaintances matured until today are not false, but it is necessary to recognize that historical truth exists more than one, to times written to times visual. The computer has become one omnipresent platform for the rappresentazione and information dissimation. The methods of interaction and representation are evolving continually. And it is on these two railroads that are move the offer of the computer science technologies to the service of the history. The scope of this thesis is just that one to explore, through it uses and the computer science experimentation of various instruments and technologies, as it can effectively be told the virtual past through three-dimensional objects and atmospheres, and like, in their being characterizing elements of communication, in that way they can collaborate, in this particular case, with the historical discipline. The present search reconstructs some history lines of the main active factories to Turin during the second world war, remembering tightened relation that exists between structures and individuals and in this city in particular between factory and movement laborer, is unavoidable to penetrate in the vicissitudes of the movement Turinese laborer who in the period of the fight of Liberation in city was a political and social subject of first relief. In the city, understanding like been involved biological entity in the war, the factory (or the factories) becomes the conceptual nucleus through which to read the city: they are the factories it objects to it to you main of the strafings and is in the factories that fight one war of liberation between class laborer and authority, of factory and citizens. The factory becomes the place of "usurpation of the power" of which Weber speaks, the stage in which the various episodes of the war are kept: strikes, deportations, occupations.... The model of the city represented here is not a simple visualization but an informative system where the modeled truth is represented from objects, that they make from theatre to the development of events with a precise chronological positioning, to whose inside is possible to carry out operations of selection to render (images static), of filmati estimated (animations) and navigable scenes interactively beyond to activity of search of bibliographical sources and comments of students mainly legacies to the event in object. Objective of this job is to make to interact, through various plans, the historical disciplines and computer science, in the various technological opportunities that this introduces. The offered possibilities of reconstruction from the 3D come therefore put to service of the search, offering an integral vision in a position to approaching us the truth of the age taken in consideration and convogliando in an only espositiva platform all it turns out to you. Spreading Plan Informative Map Multimedia Turin 1945 On the practical plan the plan previews a navigable interface (Flash technology) that it represents the plant of the city of the age, through which it is possible to have a vision of the places and of the times in which the Liberation taken shape, it is to conceptual level, it is to practical level. This I interlace of coordinated in the space and in the time it not only improves the understanding of the phenomena, but it creates a greater interest on the argument through I use it of instruments disclosed you of great effectiveness (and appeal) without to lose sight the necessity of valicare the historical theses proposing itself like didactic platform. A such context demands a study deepened of the historical events to the aim to reconstruct with clarity a map of the city that is precise is topographicalally is to level of multimediale navigation. The preparation of the map must follow the standards of the moment, therefore the used computer science solutions are those supplied from Adobe Illustrator for the realization of the topography, and from Macromedia Flash for the creation of a navigation interface. The base of the data described is obviously consultabile being contained in the medium support and totally annotated in the bibliography. It is the continuous one to evolvere of the information technologies and it massiccia spread of the use of the computers that us door to a substantial change in the study and the historical learning; the academic structures and the operating economic have made the demand own that it reaches from the user (teaching, students, operating of the Cultural Assets) of one greater spread of the historical acquaintance through its computerized representation. On the didactic forehead the reconstruction of an historical truth through instruments informed to us concurs also with the not-historical to touch with hand those that are problematic of the search the which sources lacking, holes of the chronology and appraisal of the authenticity of the facts through tests. The computer science technologies allow a complete, unitary vision and exhausting of the past, convogliando all the information on an only platform, allowing also to who are not specialized to comprise immediately of what are spoken. The better book than history, for its nature, cannot make it in how much divides and organizes the news in various way. In this way to the students it comes given the opportunity to learn through a various rappresentazione regarding those to which they are accustoms to you. The premise centers them of the plan is that it turns out to you in the learning of the students can be improves to you if a concept or a content comes communicated through more channels than expression, in our case through a text, images and a multimediale object. Didactics The Fiorio Tannery is one of the place-symbol of the Turinese Resistance. The plan is one reconstruction in virtual truth of the Fiorio Tannery of Turin. The reconstruction serves to enrich the historical culture is to who produces it, through an accurate search of the sources, is to who can then have use of of, above all the young people, than, attracted from the ludic aspect of the reconstruction, they learn with more facility. The construction of manufatto in 3D supplies to the students the bases in order to recognize and to express the just relation between the model and the historical object. It is made of job through which it is joints to the reconstruction in 3D of the Tannery: a deepened historical search, based on the iconografiche, cartographic sources, that they can be documents of arches or archaeological diggings to you, sources, etc. The modellazione of the buildings on the historical basis for research work, in order to supply the poligonale geometric structure that allows three-dimensional navigation. The realization, through the instruments of the computer graphic of navigation in 3D. Unreal Technology is the name given to the used graphic motor in numerous videogames trades them. One of the fundamental characteristics of such product is that one of having a called instrument Unreal editor with which it is possible to construct virtual worlds, and that it is that one used for this plan. UnrealEd (Ued) is the software in order to create levels for Unreal and the games base to you on the motor of Unreal. E' be used the free version of the editor. The final result of the plan is a navigable virtual atmosphere representing one accurate reconstruction of the Fiorio Tannery to the times of the Resistance. The customer can visit the building and visualize specific information on some points of interest. Navigation comes carried out in first person, a process of "show" of atmospheres visits you through a furnishing consono allows to the customer one greater immersività rendering the more credible and immediately codificabile atmosphere. The Unreal architecture technology has allowed to obtain a good result in the short time, without that they were necessary participations of programming. This motor is, therefore, particularly adapted to the fast realization of prototypes of a discreet quality, the presence of a sure number of bug renders it, but, in inaffidabile part. To use a editor from videogame for this foretell reconstruction the possibility of a its employment in the didactic field, what the simulations in 3D allow in the specific case are to allow the students to experience the job of the historical reconstruction, with all the problems that the historian must face in recreating the past. This job wants to be for the historians a experience in the direction of the creation of a expressive repertorio more wide one, that it includes three-dimensional atmospheres. The risk to employ of the time in order to learn as this technology works in order to generate virtual spaces renders skeptics how many is engaged in the instruction, but the experiences of plans develop to you, above all to the foreign country, serve to understand that they are a good investment. The fact that a software house, that happening of public creates a videogame of large, includes in its product, a series of instruments that concur with the customer the creation of own worlds in which playing, it is sintomatico that the computer science schooling of the medium customers is growing more and more quickly and that I use it of a editor as Unreal Engine will be in future one activity to the capacity of a more and more immense public. This puts to us in the conditions for planning modules of instruction more immersed to you, in which the experience of the search and the reconstruction of the past they interlace with the more traditional study of the events of one sure age. The virtual worlds interatti to you often come defined like the cultural shape key of XXI the century, as the cinema it has been for the XX. The scope of this job has been that one to suggest that the objects and the acclimatizations in 3D are large opportunities for the historians employing, and that they must pick them. The fact is considered that the aesthetic one has an effect on the epistemologiy. Or at least on the shape that turns out you of the historical searches they assume in the moment in which they must be diffuse. A made historical analysis in superficial way or with presupposed wrong can however be diffuse and to have credit in numerous atmospheres if diffused with winning and modern means. Here why it does not convene to bury a good job in some library, in attended that someone discovers it. Here why the historians do not have to ignore the 3D. Our ability, like students and students, to perceive important ideas and guidelines often depends on the methods that we employ in order to represent the data and the evidence. Because the historians can obtain the benefit that 3D the door with himself, however, they must develop a search agenda turns to assess that the 3D he supports theirs objects you of teaching investigators and. An historical reconstruction can be much profit from the educational point of view is not from who the visit but, also from who it realizes it. The phase of necessary search for the reconstruction cannot make other that to increase the background cultural of the developer. Conclusions The thing more important has been the possibility to make experiences in the use of mass media of this kind in order to tell and to introduce the past. Turning upside down the cognitive paradigm that I had learned in the humanistic studies, I have tried to desumere those that we will be able to call "universal laws" from the objective data emerged from these experiments. From epistemologico point of view computer science, with its ability to manage impressive masses of data, gives to the students the possibility to formulate of the hypotheses and then to assess them or to refute them through reconstructions and simulations. My job has gone in this direction, trying to know and to use instruments it puts into effect them that in the future they will have always greater presence in the communication (also scientific) and that they are the mass media of excellence for determined bands of ages (adolescent). Wanting to push to the end the terms we can say that the challenge that today the visual culture places to the traditional methods of making history is the same one that Erodoto and contrapposero Tucidide to the narrators of myths and legends. Before Erodoto the myth existed, that it was means perfectly adapted in order to tell and to give meant to the past of one tribe or one city. In a literary world post our acquaintance of the past is thin changing in the moment in which we see it represented from pixel or when the information gush not alone, but thanks to the interattività with means. Our ability as studious and students to perceive important ideas and guidelines often depend on the methods that we employ in order to represent the data and the evidence. Because the historians can obtain the benefit sottinteso to the 3D, however, they must develop a search agenda turns to assess that the 3D he supports theirs objects you of teaching investigators and. The experiences collections in the previous pages carry to not too much think that in a future far away an instrument to us as the computer will be the only means through which transmitting acquaintances, and from the didactic point of view its interattività concurs involvement in the students like no other modern mass media.
Serra, Alessandro. "Productive Failure: Studio e sperimentazione della metodologia didattica nella materia Informatica di un liceo scientifico." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20957/.
Повний текст джерелаMANZI, LUCA. "L'AUTORE DI FICTION TELEVISIVA IN ITALIA, UNA RICERCA ETNOGRAFICA." Doctoral thesis, Università Cattolica del Sacro Cuore, 2008. http://hdl.handle.net/10280/256.
Повний текст джерелаThesis describes the creative and writing process of two fiction series in Italy, through ethnographical observation of two writing processes which took place in 2007; through ethnographical analysis professional habits and interpersonal dynamics are underlined, during creative and writing process; spotlight has been put on creative negotiations processes and generational differences.
MANZI, LUCA. "L'AUTORE DI FICTION TELEVISIVA IN ITALIA, UNA RICERCA ETNOGRAFICA." Doctoral thesis, Università Cattolica del Sacro Cuore, 2008. http://hdl.handle.net/10280/256.
Повний текст джерелаThesis describes the creative and writing process of two fiction series in Italy, through ethnographical observation of two writing processes which took place in 2007; through ethnographical analysis professional habits and interpersonal dynamics are underlined, during creative and writing process; spotlight has been put on creative negotiations processes and generational differences.
CELARDI, ELVIRA. "Teorie e pratiche valutative in ambito sociale. La teoria del cambiamento nella strategia di intervento della Fondazione CON IL SUD." Doctoral thesis, Università degli studi di Catania, 2021. http://hdl.handle.net/11573/1609677.
Повний текст джерелаSanecki, Artur. "Approccio canonico, tra storia e teologia, alla ricerca di un nuovo paradigma post-critico : l'analisi della metodologia canonica di B. S. Childs dal punto di vista cattolico /." Roma : Ed. Pontificia università gregoriana, 2004. http://catalogue.bnf.fr/ark:/12148/cb39181609f.
Повний текст джерелаBerto, Raul. "La salvaguardia ambientale in edilizia.Verifica della metodologia LCA attraverso l'applicazione a un caso di studio.Analisi critica e contributi per un possibile sviluppo." Doctoral thesis, Università degli studi di Trieste, 2015. http://hdl.handle.net/10077/11014.
Повний текст джерелаA partire dallo studio della nascita e dello sviluppo delle riflessioni intorno alle questioni ambientali, nell’ambito del presente lavoro sono stati affrontati i temi relativi alla sostenibilità nel settore dell’edilizia introducendo l’approccio life cycle thinking e in particolare la metodologia life cycle assessment LCA. Dopo aver studiato la metodologia LCA a partire dalle sue origini e sviluppo fino alla sua codificazione, sono state illustrate le principali applicazioni di tale strumento. La parte successiva ha riguardato l’applicazione della metodologia ad un caso di studio rappresentato dai pannelli Cross Laminated Timber CLT prodotti dall’azienda Diemme Legno snc di Pontebba. In seguito all’applicazione della metodologia LCA al caso di studio è stata condotta un’analisi critica che ha permesso una migliore individuazione di pregi e criticità della stessa, soprattutto in riferimento al relativo utilizzo nell’ambito di materiali, prodotti e organismi edilizi. Quindi, sono stati analizzati passo passo tutti gli aspetti principali legati ad ogni fase della metodologia e dagli esiti di questa analisi è stato possibile individuare dei possibili ambiti di sviluppo della stessa. In particolare, essendo l’interpretazione dei potenziali impatti ambientali possibile solo attraverso la comparazione, è stata avanzata una proposta volta alla definizione di un sistema utile per poter definire dei livelli prestazionali, o benchmark, che permetta una contestualizzazione dei risultati degli studi LCA. Tali benchmark sono definiti per prodotto edilizio e in virtù del sistema proposto, sono continuamente aggiornati in funzione dell’evolversi del contesto tecnologico e ambientale. Tramite l’utilizzo dei benchmark inoltre, i progettisti potranno interpretare in modo più chiaro i risultati di studi LCA e quindi effettuare scelte ecologicamente consapevoli.
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Rossetto, Manuel <1992>. "Il patrimonio etnografico delle imbarcazioni minori nella laguna veneta e della gronda: un approccio attraverso il censimento delle associazioni remiere." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/17171.
Повний текст джерелаКниги з теми "Metodologia della ricerca"
Valfrei, Lorenzo Caratti di. Metodologia della ricerca genealogica. Bologna: Pàtron, 1993.
Знайти повний текст джерелаFabio, Alivernini, and Pedon Arrigo, eds. Metodologia della ricerca qualitativa. Bologna: Il mulino, 2008.
Знайти повний текст джерелаDario, Antiseri. Introduzione alla metodologia della ricerca. Soveria Mannelli (Catanzaro): Rubbettino, 2005.
Знайти повний текст джерелаArduini, Maria Lodovica. Trattato di metodologia della ricerca storica. Milano: Jaca book, 1996.
Знайти повний текст джерелаCipolla, Costantino. Teoria della metodologia sociologica: Una metodologia integrata per la ricerca sociale. Milano: Franco Angeli, 1988.
Знайти повний текст джерелаGrimaldi, Renato. Elementi di metodologia e tecniche della ricerca sociale. Milano, Italy: FrancoAngeli, 2000.
Знайти повний текст джерелаErnesto de Martino: Teoria antropologica e metodologia della ricerca. Roma: L'asino d'oro edizioni, 2015.
Знайти повний текст джерелаRovelli, Roberto. Metodologia della ricerca: Su istruzione, stratificazione e mobilità socio-professionale. Palermo: ILA Palma, 1990.
Знайти повний текст джерелаStraniero, Michele L. Manuale di musica popolare: Storia e metodologia della ricerca folklorica. Milano: Biblioteca Universale Rizzoli, 1991.
Знайти повний текст джерелаMari, Giovanni, Fabio Minazzi, Matteo Negro, and Carlo Vinti, eds. Epistemologia e soggettività. Florence: Firenze University Press, 2013. http://dx.doi.org/10.36253/978-88-6655-391-5.
Повний текст джерелаЧастини книг з теми "Metodologia della ricerca"
Suozzo, Stefania. "Autobiografie fasulle: un metodo statistico di descrivere la realtà. La metodologia idealtipica come sintesi tra i metodi della ricerca qualitativa e quantitativa." In Actas del XXVI Congreso Internacional de Lingüística y Filología Románica, edited by Emili Casanova and Cesáreo Calvo, 721–32. Berlin, Boston: DE GRUYTER, 2013. http://dx.doi.org/10.1515/9783110299915.721.
Повний текст джерела"METODOLOGIA DELLA RICERCA." In Hatra: Il territorio e l’urbanistica, 41–54. Archaeopress Publishing Ltd, 2018. http://dx.doi.org/10.2307/j.ctv1zckz0w.7.
Повний текст джерелаTonioli, Valeria. "L’indagine e la metodologia della ricerca." In Between Languages and Cultures. Intercultural Communication between the Italians and Sudanese. Venice: Edizioni Ca' Foscari, 2018. http://dx.doi.org/10.30687/978-88-6969-244-4/004.
Повний текст джерелаBalboni, Paolo E. "11 • Modelli operativi: tradurre la ricerca in materiali didattici." In Thesaurus di Linguistica Educativa: guida, testi, video. Venice: Fondazione Università Ca’ Foscari, 2022. http://dx.doi.org/10.30687/978-88-6969-607-7/011.
Повний текст джерелаТези доповідей конференцій з теми "Metodologia della ricerca"
Pugliano, Antonio, Simone Diaz, Elisabetta Moriconi, and Elettra Santucci. "L’antico sistema portuale ostiense: riconoscimento, interpretazione e divulgazione dei processi formativi edilizi e urbani." In International Conference Virtual City and Territory. Roma: Centre de Política de Sòl i Valoracions, 2014. http://dx.doi.org/10.5821/ctv.7980.
Повний текст джерелаCorbisiero, Fabio, and Antonella Avolio. "Migrazioni e networks urbani." In International Conference Virtual City and Territory. Roma: Centre de Política de Sòl i Valoracions, 2014. http://dx.doi.org/10.5821/ctv.7987.
Повний текст джерелаRagosta, Annamaria, and Bianca Gioia Marino. "Close to the volcan. Knowledge, conservation and enhancement of a Vesuvian vernacular heritage." In HERITAGE2022 International Conference on Vernacular Heritage: Culture, People and Sustainability. Valencia: Universitat Politècnica de València, 2022. http://dx.doi.org/10.4995/heritage2022.2022.15377.
Повний текст джерелаAlbissini, Piero, Antonio Catizzone, Laura De Carlo, Laura Carlevaris, Vittorio Di Stefano, and Alessandro Micucci. "Le trasformazioni dello spazio urbano: la quarta dimensione nella georeferenziazione dell’iconografia storica di Rome." In International Conference Virtual City and Territory. Barcelona: Centre de Política de Sòl i Valoracions, 2009. http://dx.doi.org/10.5821/ctv.7549.
Повний текст джерелаLutzoni, Leonardo. "Paesaggi in divenire: la territorialità attiva dei nuovi abitanti: il caso di Luogosanto in Alta Gallura." In International Conference Virtual City and Territory. Roma: Centre de Política de Sòl i Valoracions, 2014. http://dx.doi.org/10.5821/ctv.7998.
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