42 research outputs found
Organizational memory: the role of business intelligence to leverage the application of collective knowledge
Nowadays, the major challenge to organizations managers is that they must make appropriate decisions in a turbulent environment while it is hard to recognize whether information is good or bad, because actions resulting from wrong decisions may place the organization at risk of survive. That is why organizations managers try to avoid making wrong decisions.
In order to improve this, managers should use collective knowledge and experiences shared through Organizational Memory (OM) effectively to reduce the rate of unsuccessful decision making. In this sense, Business Intelligence (BI) tools allow managers to improve the effectiveness of decision making and problem solving.
In the light of these motivations, the aim of this chapter is to comprehend the role of BI systems in supporting OM effectively in real context of crowdsourcing academic initiative called CrowdUM.This work is financed by Fundos FEDER through the Programa Operacional Fatores de Competitividade - COMPETE and Fundos Nacionais through FCT – Fundação para a Ciência e Tecnologia under the Project: FCOMP-01-0124-FEDER-02267
Motivation, engagement and learning through digital games
Digital games can be powerful learning environments because they encourage active learning and participation within “affinity groups” (Gee, 2004). However, the use of games in formal educational environments is not always successful (O’Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order to take recent game-related developments into account. Understanding the links between why people play games, what keeps them engaged in this process, and what they learn as a result could have a significant impact on how people value and use games for learning. This paper examines key research that relates to motivation, engagement, and informal learning through digital games, in order to highlight the need for empirical studies which examine the activities that occur in and around everyday gaming practice