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

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...

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Autores Principales: Martínez, Anthony, Valera Mariscal, Juan, Ochomogo, Yenny, Miguelena, Ramfis
Formato: Artículo
Idioma: Español
Español
Publicado: Proceedings of the 13th Latin American and Caribbean Conference for Engineering and Technology: Engineering Education Facing the Grand Challenges, What Are We Doing? 2017
Materias:
Acceso en línea: http://www.laccei.org/LACCEI2015-SantoDomingo/meta/RP171.html
http://ridda2.utp.ac.pa/handle/123456789/2928
http://ridda2.utp.ac.pa/handle/123456789/2928
Sumario: 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.