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Knowledge Management System Design using Gamification: A Case study of the e-Government Laboratory, Universitas Indonesia

机译:知识管理系统设计使用博彩化:在印度尼西亚大学学报中为电子政务实验室为例

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Each lab in the Faculty of Computer Science, Universitas Indonesia was suggested to change its organizational culture into clan type that support knowledge sharing. There are a number of problems regarding to implementtting knowledge management in the Faculty such as lost of knowledge from graduated members, no maximum utilization of knowledge repository for all the members, and low knowledge interdependency. To solve the problems in making a good Knowledge Management(KM) solution, we used Becerra-Frenandez method to measure and identify the knowledge management process characteristic and existing KM process in e-Government laboratory. The assessment of the prototype showed that a gamified prototype is suitable to increase the externalization and sharing processes. However, the use of a competition element of the gamification is not appropriatein supporting knowledge management process in the laboratory.
机译:电脑科学学院的每个实验室都建议将其组织文化改为支持知识共享的氏族类型。关于在毕业成员丢失的教师中实现知识管理有许多问题,没有最大限度地利用所有成员的知识库,以及低知识相互依赖性。为了解决良好的知识管理(km)解决方案的问题,我们使用了Becerra-Frenandez方法来衡量并确定电子政务实验室中的知识管理过程特征和现有的KM过程。原型的评估表明,游戏原型适合增加外部化和共享过程。但是,使用竞争元素的竞争因素是不适合在实验室中支持知识管理过程。

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