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SummaryTo be informed about the last publications recently published or to produce a bibliography in a given thematic field is essential for researchers in the biomedical field. If the use of Internet information searching tools such as «Google» or « Alltheweb » makes possible to discover a great part of the grey literature, bibliographic databases like Embase, Current Contents, Biosis or Medline via PubMed are essential tools to locate scientific articles. Among these bibliographic databases, Medline PubMed, thanks to its free access, is the most used. However, a correct utilization of the various functionalities proposed (thesaurus MeSH, systematization of bibliographic searches…), and consequently the quality of bibliographic researches carried out in this database, requires to master elementary knowledge which are exposed in this article.
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In less ten years, local complementary currencies have proliferated throughout France, and a dynamic ecosystem has been established. Although nearly all of these currencies developed by issuing paper money, they are now increasingly transitioning to a digital form. This article notes the issues at stake in this transition and discusses the ways in which local currencies and cryptocurrencies may be complementary or in competition in the French context, which has been marked over the past few years by the upsurge in the number of fintech actors. Although the adoption of nonneutral technological solutions has established a logic of increasing returns, France’s local currency ecosystem is proving resilient enough to overcome the risks associated with these external players acting out of financial interest.
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Intellectual property is a legal protection granted to certain producers of new knowledge (authors, inventors…) holding exclusive rights over the exploitation of their creations (works, inventions…). As information and communication technologies become increasingly widespread and the practice of sharing (content or expertise) common, the principle of exclusivity and its effectiveness are continually challenged in theory and in fact. This article recalls the origins of intellectual property and the debates surrounding it ; subsequently, it takes into account the case of copyright protection with respect to digital technologies.
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While new technologies proliferate in teenagers' everyday life, the educational system seems unable to close the gap when it comes to students' digital litteracy practices. Therefore, learning in the context of a classroom is hardly related to youth practices and experiences, while teens are massively exposed to a wide range of multimodal texts on various digital and traditional medias outside of school (Jewitt, 2005; Miller, 2007; Penloup, 2017; Walsh, 2008). But whereas various educational resources provide means to support teaching and learning writing in classrooms, few allow teachers to accompany their students toward digital writing. Our study aims to put forth a well-documented and detailed experimentation of digital writing teaching targeted towards teenagers. To achieve this, we undertook to identify knowledge and competencies to develop in order to write video game narrative as a multimodal hypertext. This research and development have been validated by experts in language didactics, in literature and computer sciences, educational advisors and teachers. We will feature the enhanced didactic material following the iterative steps of validation.
Keywords: jeu vidéo, hypertexte multimodal, écriture numérique, récit de jeu vidéo, recherche-développement, video game, multimodal hypertext, digital writing, video game narrative, research and development