TY - GEN
T1 - Knowledge management system design using gamification
T2 - 2019 International Conference on Computer, Information and Telecommunication Systems, CITS 2019
AU - Sutoyo, Mochammad Arief Hermawan
AU - Priyambowo, Hendri
AU - Nurzahra, Afifah
AU - Sensuse, Dana Indra
AU - Al Hakim, Shidiq
AU - Satria, Deki
PY - 2019/8/1
Y1 - 2019/8/1
N2 - Each lab in the Faculty of Computer Science, Universitas Indonesia was suggested to change its organizational culture into clan type that support knowledge sharing. There are a number of problems regarding to implementtting knowledge management in the Faculty such as lost of knowledge from graduated members, no maximum utilization of knowledge repository for all the members, and low knowledge interdependency. To solve the problems in making a good Knowledge Management(KM) solution, we used Becerra-Frenandez method to measure and identify the knowledge management process characteristic and existing KM process in e-Government laboratory. The assessment of the prototype showed that a gamified prototype is suitable to increase the externalization and sharing processes. However, the use of a competition element of the gamification is not appropriatein supporting knowledge management process in the laboratory.
AB - Each lab in the Faculty of Computer Science, Universitas Indonesia was suggested to change its organizational culture into clan type that support knowledge sharing. There are a number of problems regarding to implementtting knowledge management in the Faculty such as lost of knowledge from graduated members, no maximum utilization of knowledge repository for all the members, and low knowledge interdependency. To solve the problems in making a good Knowledge Management(KM) solution, we used Becerra-Frenandez method to measure and identify the knowledge management process characteristic and existing KM process in e-Government laboratory. The assessment of the prototype showed that a gamified prototype is suitable to increase the externalization and sharing processes. However, the use of a competition element of the gamification is not appropriatein supporting knowledge management process in the laboratory.
KW - Gamification
KW - Knowledge Management
KW - Knowledge Management Solution
KW - Knowledge Management System
UR - http://www.scopus.com/inward/record.url?scp=85074133637&partnerID=8YFLogxK
U2 - 10.1109/CITS.2019.8862040
DO - 10.1109/CITS.2019.8862040
M3 - Conference contribution
T3 - CITS 2019 - Proceeding of the 2019 International Conference on Computer, Information and Telecommunication Systems
BT - CITS 2019 - Proceeding of the 2019 International Conference on Computer, Information and Telecommunication Systems
A2 - Obaidat, Mohammad S.
A2 - Mi, Zhenqiang
A2 - Hsiao, Kuei-Fang
A2 - Nicopolitidis, Petros
A2 - Cascado-Caballero, Daniel
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 28 August 2019 through 31 August 2019
ER -