Knowledge Management and Enterprise Social Networking: Content Versus Collaboration

Author(s):  
Daniel E. O’Leary
2015 ◽  
Vol 14 (4) ◽  
pp. 118-123 ◽  
Author(s):  
Lauren Trees

Purpose – The purpose of this paper is to present enterprise social networking and gamification as two potential tools to help organizations engage Millennial employees in collaboration and learning. Design/methodology/approach – The research provides general descriptions of enterprise social networking and gamification approaches, shares data on adoption of these approaches from APQC’s “2015 Knowledge Management Priorities Data Report” (based on a January 2015 survey of 524 knowledge management professionals) and includes four company examples adapted from APQC’s Connecting People to Content and Transferring and Applying Critical Knowledge best practices studies. The methodology for APQC’s best practices studies involves screening 50 or more organizations with potential best practices in a given research scope area and identifying five or six with proven best practices. APQC then conducts detailed site visits with the selected organizations and publishes case studies based on those site visits. Findings – Enterprise social networking platforms are in place at 50 per cent of organizations, with another 25 per cent planning to implement them by the end of 2015. By providing near-immediate access to information and answers, enterprise social networking helps Millennials learn the ropes at their new workplaces, gives them direct access to more knowledgeable colleagues who can assist and mentor them, and helps them improve their business outcomes by reusing knowledge and lessons learned across projects. Younger workers can also harness the power of social networking to create a sense of belonging and build their reputations in large, dispersed firms, where it is particularly difficult for them to gain visibility. A recent APQC survey indicates that 54 per cent of organizations either currently employ gamification to encourage collaboration or expect to implement it within the next three years. The rush to gamify the enterprise is, at least in part, a reflection of employers’ desire to satisfy Millennials and make them feel connected to a community of co-workers. Although games appeal to a wide range of age groups, Millennials grew up with digital interaction and tend to prefer environments that emphasize teamwork, social learning and frequent feedback – all of which can be delivered through gamification. Originality/value – The value of this paper is to introduce the value of and relationship between enterprise social networking and gamification platforms to human resource (HR) professionals looking to increase engagement and retention rates for Millennial employees.


Telos ◽  
2019 ◽  
Vol 21 (3) ◽  
pp. 643-660
Author(s):  
Rigo Grimaldos Olmos ◽  
Anny Paz Baptista

This investigation aimed to determine the use of web 2.0 services in the Catholic University Cecilio Acosta (UNICA) site by the institution, located in Maracaibo city, Venezuela. The theoretical contributions were supported by O'Reilly (2007), Lévy (2004), Rheingold (2004), Surowiecki (2005), Cobo (2007a), among other authors. The investigation comes from a project attached to the UNICA Research and Postgraduate Deanery, was descriptive, an observation guide was applied to collect information from the UNICA website and the 2.0 services to which it is associated as the platforms for vertical social networks YouTube, Instagram and SoundCloud, and platforms for horizontal social networks Facebook and Twitter. Among the most relevant findings was the exclusive use of social networking services for interaction with the university community, without including other services that seek to generate knowledge. It is concluded that UNICA uses web 2.0 services in its site in a limited and non-strategic way, with a purely informative nature that includes specific topics of the university and the catholic church, which could hinder the knowledge management as process of 21st century universities.


Author(s):  
Luis Martin-Fernandez ◽  
Margarita Martinez-Nuñez ◽  
Oriol Borras-Gene ◽  
Angel Fidalgo-Blanco

The confluence of thousands of students in a MOOC is an opportunity to manage all the knowledge generated through the creation of open educational resources (OER), especially when a connectivist approach is applied and the MOOC makes use of virtual learning communities. The challenge is transferring the flow of knowledge, activity, and interactions of the course to the community and making that transference sustainable and ongoing over time. For this purpose, the use of elements of gamification to train and retain the knowledge creators of the community along with the use of social networking platforms is proposed. This chapter analyses several editions of a MOOC and the opportunity offered by the use of different types of learning (formal, non-formal, and informal) that occur in them, thus characterizing patterns to train the open content and knowledge generation through gamification. From the results, indicators for managing successful and sustainable knowledge communities are proposed along with indicators for persistence and interaction between participants.


2009 ◽  
pp. 1905-1914
Author(s):  
Bonnie Wai-yi Cheuk

Prior to the establishment of the Knowledge Management (KM) strategy, the British Council defined knowledge as objects. Knowledge sharing was about sharing documents and information on the intranet or via global databases. Since December 2002, Dervin’s Sense-Making Methodology has been applied to manage knowledge. Knowledge is seen not as a product that can be transferred from one colleague to another but as a communication practice. This means that shared knowledge has to be interpreted and made sense of by its recipients through genuine dialogue. During this phase of KM implementation, the focus shifted to linking up colleagues and providing space for dialogue through building global communities of practice and virtual teams. This article presents an example of how we have used the theory of Social Networking Analysis as a diagnostic tool to promote knowledge sharing among our newly formed 30-people global leadership team. The three steps we have taken to carry out the exercise and its limitations also are discussed.


2012 ◽  
Vol 3 (2) ◽  
pp. 44-54 ◽  
Author(s):  
Vladlena Benson ◽  
Stephanie Morgan ◽  
Hemamali Tennakoon

Recent years show an increase in the popularity of online social networking among the younger generation that opens up possibilities for educators to use it as a higher education platform. The focus of this paper is to highlight some open research questions in the context of knowledge management in higher education with the use of online social networking. Analysis of current research reveals that social networking sites are a useful tool in teaching and learning as well as in employability and career management of students. However, research is limited in terms of the applicability of social networking sites in other parts of the student life cycle including lifelong learning. The possibility of using online social networking in knowledge management, particularly in the area of knowledge accumulation and knowledge sharing is yet to be properly addressed by researchers. Therefore, the purpose of this paper is to draw attention to some implications of exploiting knowledge resources with online social networking for HE institutions.


2013 ◽  
Vol 12 (04) ◽  
pp. 1350035 ◽  
Author(s):  
Ali Shiri ◽  
Dinesh Rathi

With the rise of social media, many library and information services have begun to incorporate a wide variety of social media and social networking applications into their systems and services. Among the mainstream social networking applications, micro-blogging, in general, and Twitter, in particular, have gained increasing popularity. This paper reports the results of an exploratory study of the application of Twitter in the context of a large public library system. Specifically, this study has sampled, content analysed and categorised a select number of tweets created by a public library system in order to identify and document the ways in which Twitter can be used for various information services and knowledge management practices in public libraries. One of the main outcomes of this study is a tweet categorisation scheme that has a specific focus on the information services offered by public libraries.


2011 ◽  
Vol 13 (4) ◽  
pp. 24-28 ◽  
Author(s):  
Stephen Anderson ◽  
Kannan Mohan

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