How to Capitalize Knowledge within Online Communities

Author(s):  
Lamia Berkani ◽  
Azeddine Chikh

Social media has become a rising trend, creating new ways of collaboration, competition, and interaction between people, such as creation exchange and sharing of ideas and knowledge. However, one of the problems encountered is the organization of the knowledge capitalization process in order to facilitate knowledge access and reuse. The authors focus in this chapter on online communities and how they try to help their members to capitalize their knowledge. The authors propose a model for knowledge creation based on both the Nonaka's SECI model and an empirical model of questioning called the six Ws (Who, What, Where, When, Why, and How). A case study related to a higher education community made up of teachers in computer science is presented, and the main results are discussed.

1970 ◽  
pp. 3 ◽  
Author(s):  
Dagny Stuedahl

The article focuses on a study of knowledge creation and organizing in a local history wiki. The background for this study was to understand how web 2.0 and social media might open new possibilities for museums to collaborate with communities and lay professionals in cultural heritage knowledge creation. Digital technologies provide tools that in many ways overcome challenges of physical collaboration between museums and amateurs. But technologies also bring in new aspects of ordering, categorizing and systematizing knowledge that illuminates the different institutional as well as professional frameworks that writing local historical knowledge into digital forms in fact represents. 


Author(s):  
Dora Simões ◽  
Sandra Filipe

This chapter reports on the use of social media marketing by pre-adults, setting off from a case study of pre-adults of different courses at a Portuguese higher education school. Data were collected through a questionnaire available online and analyzed with descriptive statistical techniques. Based on the pointed outlines, the aim is to evaluate longitudinally the types of social media used by pre-adults, the contexts in which they use each social media type, their opinions about the intentions of social media marketing and the influences of social media marketing on their brand knowledge, attitude and behaviour. Tendencies around concepts, tools and levels of attraction by the audiences, with focus on relationship marketing in the 2.0 era are revisited. Furthermore, the chapter presents the perception of pre-adults about social media marketing, and contributes with critical information that might help cast light over recent theories and practices of social media marketing.


2020 ◽  
Vol 19 (01) ◽  
pp. 2040023 ◽  
Author(s):  
Mamoun Masoud Abdulqader ◽  
Yousof Zohair Almunsour

This research aims to investigate the effects of social media use on higher education teaching and learning as well as the students’ academic performance. A total of 275 students and faculty members from the College of Computer Science and Information Technology at Imam Abdulrahman Bin Faisal University took part in the study. The participants answered survey questions to analyse information on their use of social media in education and how that has affected their teaching, learning and grades. A majority of the participants reported that they used social media in training. However, they also stated that social media platforms were beneficial in academic matters. The number of participants who stated that the use of social media in learning helped improve their grades was 43%. The other 57% thought that social media had no impact on their grades or had an adverse effect or were undecided.


2009 ◽  
Vol 2009 ◽  
pp. 1-12 ◽  
Author(s):  
Alf Inge Wang ◽  
Bian Wu

This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU) where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.


2019 ◽  
Vol 30 (1) ◽  
pp. 145-160 ◽  
Author(s):  
María del Rocío Bonilla ◽  
Eva Perea ◽  
José Luis del Olmo ◽  
August Corrons

Author(s):  
Kerstin Siakas ◽  
Pekka Makkonen ◽  
Errikos Siakas ◽  
Elli Georgiadou ◽  
Harjinder Rahanu

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