Framework for Maintainability Measurement of Web Application for Efficient Knowledge-Sharing on Campus Intranet

Author(s):  
Sanjay Misra ◽  
Fidel Egoeze
2016 ◽  
pp. 632-648
Author(s):  
Alton Y.K. Chua

Web applications that offer entertainment rarely support knowledge sharing. Conversely, applications that are intended for knowledge sharing rarely offer entertainment. The intent of this paper is therefore to propose the coalescence of knowledge sharing and entertainment in a Web application. The objectives of this paper are twofold: (1) to introduce a prototype called Rendezvous, which serves as a platform for both knowledge sharing and entertainment and (2) to conduct a formative evaluation of Rendezvous by soliciting feedback and its appeal for users' intention to adopt. A two-stage data collection plan was used. First, qualitative feedback was obtained from a group of 38 participants through focus groups. Thereafter, a questionnaire was developed and administered to 124 participants to assess users' intention to adopt. On the whole, the behavioral intention to adopt Rendezvous seems promising. Factors that seemed to influence behavioral intention to adopt included perceived utility, perceived enjoyment, perceived ease of use and social influences.


2019 ◽  
Vol 50 (5) ◽  
pp. 572-597 ◽  
Author(s):  
Hajime Mizuyama ◽  
Seiyu Yamaguchi ◽  
Mizuho Sato

Background. Knowledge sharing among the members of an organization is crucial for enhancing the organization’s performance. However, knowing how to motivate and direct members to effectively and efficiently share their relevant private knowledge concerning the organization’s activities is not entirely a straightforward matter. Aim. This study aims to propose a gamified approach not only for motivating truthful sharing and collective evaluation of knowledge among the members of an organization but also for properly directing those actions so as to maximize the usefulness of the shared knowledge. A case study is also conducted to understand how the proposed approach works in a live business scenario. Method. A prediction market game on a binary event on whether the specified activity will be completed successfully is devised. The game utilizes an original comment aggregation and evaluation system through which relevant knowledge can be shared verbally and evaluated collectively by the players themselves. Players’ behavior is driven toward a desirable direction with the associated incentive framework realized by three game scores. Results. The proposed gamified approach was implemented as a web application and verified with a laboratory experiment. The game was also played by four participants who deliberated on an actual sales proposal in a real company. It was observed that the various valuable knowledge elements that were successfully collected from the participants could be utilized for refining the sales proposal. Conclusions. The game induced motivation through gamification, and some of the designed game scores worked in directing the players’ behavior as desired. The players learned from others’ comments, which brought about a snowball effect and enriched collective knowledge. Future research directions include how to transform this knowledge into an easy-to-comprehend representation.


2014 ◽  
Vol 10 (3) ◽  
pp. 1-17 ◽  
Author(s):  
Alton Y.K. Chua

Web applications that offer entertainment rarely support knowledge sharing. Conversely, applications that are intended for knowledge sharing rarely offer entertainment. The intent of this paper is therefore to propose the coalescence of knowledge sharing and entertainment in a Web application. The objectives of this paper are twofold: (1) to introduce a prototype called Rendezvous, which serves as a platform for both knowledge sharing and entertainment and (2) to conduct a formative evaluation of Rendezvous by soliciting feedback and its appeal for users' intention to adopt. A two-stage data collection plan was used. First, qualitative feedback was obtained from a group of 38 participants through focus groups. Thereafter, a questionnaire was developed and administered to 124 participants to assess users' intention to adopt. On the whole, the behavioral intention to adopt Rendezvous seems promising. Factors that seemed to influence behavioral intention to adopt included perceived utility, perceived enjoyment, perceived ease of use and social influences.


PADUA ◽  
2016 ◽  
Vol 11 (4) ◽  
pp. 265-267
Author(s):  
Sabine Bohnet-Joschko
Keyword(s):  

Zusammenfassung. Gesundheits- und Pflegeberufe gehören zu den wissensintensiven Dienstleistungsberufen, in denen einmal Erlerntes schnell an Aktualität verliert. So können klassische Fort- und Weiterbildungskonzepte die Dynamik der Wissensentwicklung in der Pflege kaum noch abbilden. Insbesondere für Führungskräfte gilt es, trotz zunehmender Arbeitsverdichtung eine Kultur des lebenslangen Lernens für Pflegende zu fördern. Das in den USA durchaus verbreitete, im deutschsprachigen Raum dagegen nahezu unbekannte Konzept «Lunch and Learn» soll hier vorgestellt werden.


2011 ◽  
Author(s):  
Katherine Giuca ◽  
John Schaubroeck ◽  
Abraham Carmeli ◽  
Roy Gelbard

2011 ◽  
Author(s):  
Seckyoung L. Kim ◽  
Soojin Lee ◽  
Dongkyu Kim ◽  
Myungsun Kim ◽  
Eunkyung Park ◽  
...  

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