Intelligent manager of scientific knowledge based in Gamification (Gicci-Game)

 

Authors
Martínez, Anthony; Valera Mariscal, Juan; Ochomogo, Yenny; Miguelena, Ramfis
Format
Article
Status
publishedVersion
Description

Today we see how prevalent the need for updated information representing the experience and skills of an organization, educational institution, company or group of experts on a topic with the aim of which are documented both explicit knowledge (which is simple record and report) and tacit knowledge (which can be understood only by one person and therefore is not easy to record or document). Here's where we consider appropriate to set up a smart manager to apply scientific knowledge gamification techniques in order to manage information and provide a mechanism to create, store and access it.
Today we see how prevalent the need for updated information representing the experience and skills of an organization, educational institution, company or group of experts on a topic with the aim of which are documented both explicit knowledge (which is simple record and report) and tacit knowledge (which can be understood only by one person and therefore is not easy to record or document). Here's where we consider appropriate to set up a smart manager to apply scientific knowledge gamification techniques in order to manage information and provide a mechanism to create, store and access it.

Publication Year
2017
Language
spa
Topic
Gamification
knowledge base
research
engagement
platform
web design
Gamification
knowledge base
research
engagement
platform
web design
Repository
RI de Documento Digitales de Acceso Abierto de la UTP
Get full text
http://www.laccei.org/LACCEI2015-SantoDomingo/meta/RP171.html
http://ridda2.utp.ac.pa/handle/123456789/2928
Rights
openAccess
License
https://creativecommons.org/licenses/by-nc-sa/4.0/