2019 International Conference on Computer, Information and Telecommunication Systems (CITS) | 2019

Knowledge Management System Design using Gamification: A Case study of the e-Government Laboratory, Universitas Indonesia

 
 
 
 
 
 

Abstract


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.

Volume None
Pages 1-5
DOI 10.1109/CITS.2019.8862040
Language English
Journal 2019 International Conference on Computer, Information and Telecommunication Systems (CITS)

Full Text