Knowledge management: Integrating social networking technologies and a generative learning environment

Author(s):  
Mark Chun ◽  
Priscilla Arling ◽  
Bob McQuaid
Author(s):  
Geoffrey Corb ◽  
Stephen Hellen

Social networking technologies—such as Wikis, blogs and instant messaging—are increasingly being employed in business settings to support communication, collaboration and knowledge management. In this chapter, the authors discuss how a Wiki was used to facilitate project management in a large system implementation for a decentralized organization. Further, they show how it continues to add value to the organization after the project’s completion, supporting operational management activities while at the same time providing a platform for fostering and promoting innovation. They introduce important implementation considerations for deploying a Wiki in your organization, in addition to sharing observations from our own implementation that saw both successes and failures.


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.


1970 ◽  
Vol 6 (2) ◽  
Author(s):  
Hugo Rego ◽  
Tiago Moreira ◽  
Francisco José García-Peñalvo

The main aim of the AHKME e-learning platform is to provide a system with adaptive and knowledge management abilities for students and teachers. This system is based on the IMS specifications representing information through metadata, granting semantics to all contents in the platform, giving them meaning. In this platform, metadata is used to satisfy requirements like reusability, interoperability and multipurpose. The system provides authoring tools to define learning methods with adaptive characteristics, and tools to create courses allowing users with different roles, promoting several types of collaborative and group learning. It is also endowed with tools to retrieve, import and evaluate learning objects based on metadata, where students can use quality educational contents fitting their characteristics, and teachers have the possibility of using quality educational contents to structure their courses. The learning objects management and evaluation play an important role in order to get the best results in the teaching/learning process.


10.28945/3435 ◽  
2016 ◽  
Author(s):  
Samie Li Shang Ly ◽  
Raafat George Saadé

In this study we combine an immersive learning environment, an evidence based management method and the knowledge management SECI mindset to investigate students’ learning from scientific journal articles. The study entailed the use of a web-based peer to peer system (P2PS) that, gives an identified subject matter, engages students in extracting knowledge from a source, processes that knowledge to create new knowledge, assesses each other’s works, and then creates a test on the subject matter. We found that the immersive learning environment engaged students and improved their examination performance. However, comparing two groups, exposed versus not exposed to scientific journal article, both focused on keywords alone for the knowledge processing. This was not a desirable outcome from the knowledge management process and the tool. We believe this outcome is a result of engrained traditional learning and driven by our wish to make a change in educational practice, we propose our e-pedagogy methodology as a learning foundation for knowledge processing.


2015 ◽  
Vol 10 (2) ◽  
pp. 78
Author(s):  
Abdul Mufti ◽  
Fitriana Destiawati ◽  
Tri Yani Akhirina

Based on the research in the first year high school students in Jakarta Google+ social networking technologies application is ready and accept the Google+ social networking technology but not to the use of a continuous basis. Therefore there is need for the development of the research is to use the model Unified Theory Of Acceptance And Use Of Technology (UTAUT). This study was conducted to evaluate the acceptance of the Google+ social network that has been done in the first phase of the study. Based on the results of the first phase of the research is still considered less acceptable social networking Google + as a learning medium high school students. The present study is expected to implement Google+ as a social network that can be used to accomplish more tasks. The method used for processing the data is to use the analysis technique of Structural Equation Model (SEM). The results of this study is the use of Google technology among high school students is strongly influenced by the condition of the supporting facilities for both girls and boys. If the environmental conditions and good supporting facilities, the interest of high school students to use technology Google+ will be even greater


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.


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