CLEVER: Gamification and Enterprise Knowledge Learning

dc.contributor.authorElm, Dominic
dc.contributor.authorKappen, Dennis
dc.contributor.authorFortes Tondello, Gustavo
dc.contributor.authorNacke, Lennart
dc.date.accessioned2017-12-22T19:04:36Z
dc.date.available2017-12-22T19:04:36Z
dc.date.issued2016-10-16
dc.description© Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2987745en
dc.description.abstractThis paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.en
dc.description.sponsorshipNSERC SSHRCen
dc.description.versionPeer-revieweden
dc.identifier.urihttps://doi.org/10.1145/2968120.2987745
dc.identifier.urihttp://hdl.handle.net/10012/12787
dc.language.isoenen
dc.publisherACMen
dc.relation.ispartofseriesCHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts;
dc.subjectEducationen
dc.subjectGameful designen
dc.subjectGamificationen
dc.subjectHuman computer interaction (hci)en
dc.subjectKnowledge managementen
dc.subjectPersonal computers and PC applicationsen
dc.titleCLEVER: Gamification and Enterprise Knowledge Learningen
dc.typeConference Paperen
dcterms.bibliographicCitationElm, D., Kappen, D. L., Tondello, G. F., & Nacke, L. E. (2016). CLEVER: Gamification and Enterprise Knowledge Learning (pp. 141–148). ACM Press. https://doi.org/10.1145/2968120.2987745en
uws.contributor.affiliation1Faculty of Artsen
uws.contributor.affiliation2Drama and Speech Communicationen
uws.peerReviewStatusRevieweden
uws.scholarLevelFacultyen
uws.typeOfResourceTexten

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