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Intelligent manager of scientific knowledge based in Gamification (Gicci-Game) |
Published in: | Proceedings of the 13th Latin American and Caribbean Conference for Engineering and Technology: Engineering Education Facing the Grand Challenges, What Are We Doing? | |
Date of Conference: | July 29 - 31, 2015 |
Location of Conference: | Santo Domingo, Dominican Republic |
Authors: | Anthony Martínez Juan Valera Mariscal Yenny Ochomogo Ramfis Miguelena
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Refereed Paper: | #171 |
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Abstract: |
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.
Keywords—Gamification, knowledge base, research,
engagement, platform, web design.
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