Search results for "Knowledge Management"
showing 10 items of 1359 documents
The role of social report for performance measurement of museums: an Italian survey from the web
2017
This paper aims to explore the concept of performance in the museum field, in particular whether and how it could find an adequate representation through social reporting tools. The social reports, indeed, in non-profit and public sector organisations are typically considered the main tools for institutional communication. To investigate on this topic, we analyse the social reports of some Italian museums using the content analysis in order to understand how the performance is evaluated and communicated. The empirical findings show how the reports are not fully able to represent the performance of the museums.
USE OF GAMIFICATION IN HUMAN RESOURCE MANAGEMENT: IMPACT ON ENGAGEMENT AND SATISFACTION
2018
The use of games, also called gamification, is innovative an approach in contemporary human resource management. The aim of this research is to assess whether gamification, if used in HR processes, can increase engagement and job satisfaction among employees, as well as to identify which HR processes respond better to gamification. Using data from CAWI interviews (n = 620) and Structural Equation Modelling (PLS-SEM) method with smartPLS software, the researchers found a significant positive impact of gamification on employee job satisfaction, however, no impact on engagement. Teambuilding and internal communication were identified as HR processes which better respond to gamification and rec…
Planning in Collaborative Stigmergic Workspaces
2011
The paper investigates how the engineered capabilities of structuring the knowledge encoded in collaborative workspaces affect the collective intelligence of its users. The investigation is made for the particular case of collaborative planning and is grounded on the theoretical framework of stigmergic systems. The knowledge structure encoded in collaborative workspaces in the form of a conceptual hierarchical task network is analysed by building a multi-agent simulation to evaluate the performance of different planning strategies. The results show that different representational complexities of collaborative planning knowledge have a great impact over the collective intelligence when the u…
Capabilities and Affordances of Virtual Worlds for People with Lifelong Disability
2013
Using technology is of great value for people with lifelong disability (PWLD). The Internet can help PWLD to be more independent, to be socially active, and to participate in a range of activities. Virtual worlds (VWs) offer an environment with technology capabilities for interaction, rendering, and communication. The ability to take advantage of these capabilities may depend on the technology and the ability of the person utilizing it. Using a qualitative study we aimed to explore the differences of ability required to use these capabilities and make capabilities into affordances for PWLD. We found there were differences in PWLD’s ability to utilize the capabilities offered and conclude th…
Design of an ICT Tool for Decision Making in Social and Health Policies
2015
The governance requires technical support regarding the complexity in deciding health policies to assist people who require long-term care. Long-term care policies require the use of ICT simulation tools that can provide policy makers with the option of going into a decision theatre and virtually knowing the consequences of different policies prior to finally determining the real policy to be adopted. In this sense, there is an absence of simulation tools for decision making about long-term care policies. In this chapter, the authors propose the foundations and guidelines of SSIMSOWELL, a new scalable, multiagent simulation tool that increases the prediction capacity of governance in the lo…
Introduction to the Minitrack on Information and Communication Technologies for Development: Contributing to Human Development and Social Justice
2016
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Factors affecting perceptions of CASE effectiveness
1995
CASE (Computer Aided Software/Systems Engineering) tools are claimed to increase the productivity of systems development and the quality of developed systems. Existing empirical research on CASE effectiveness is entirely based on subjective, perceptual data. In order to interpret the existing evidence, it is useful to understand factors affecting these perceptions. This paper studies the impact of demographic variables such as education and experience, CASE adoption process variables such as training and participation, and CASE product variables such as perceived trialability, perceived complexity, perceived demonstrability and perceived compatibility on CASE effectiveness perceptions such …
Lessons Learned from Implementing a Serious Game in Higher Education – A Student and Trainer Perspective
2020
Serious games (SGs) have shown great potential as student-active learning tools in education, as they enable experimentation with practice-related work environments and systems that may otherwise be challenging and/or impractical to facilitate in an educational institution. However, existing instructional design models are limited in use when it comes to how to implement and integrate SGs within the existing curricula. Furthermore, the trainer perspective is often neglected in literature about serious games. The aim of this study was to explore the experiences of both students and trainers after the implementation and use of a SG in a master level course in project management (PM). Data was…
User Innovation Networks and Research Challenges
2009
User Innovation Networks (UIN) has been considered the open innovation model for this century as it functions entirely independently of manufacturers. This paper discusses two UIN cases, Daz3D, as well as Linux Dell and IBM cooperation as regards research challenges about the community of practice and interface used. It concludes that current technology only now started touching global and extreme collaboration for creativity and innovation.
The effect of learning-based distinctive competencies on firm performance: a study of spanish hospitality firms
2011
In spite of the importance of knowledge assets, few empirical studies have examined how knowledge is generated in organizations and the effect of knowledge management on learning-based competencies. This research studies the effect of introducing knowledge management programs in the development of learning-based distinctive competencies as these factors relate to a firm¿s performance. Based on responses from managers at 193 Spanish hospitality firms, the study concludes that the introduction of knowledge management principles and practices promotes creation of learning-based distinctive competencies, which, in conjunction with a knowledge management approach, has a positive causal relations…