47 research outputs found
The use of Gamification in Knowledge Management Processes: A Systematic Literature Review
Purpose: The purpose of this article is to present a systematic literature review that synthesizes the
investigations made into the use of Gamification in Knowledge Management processes in recent years, and a
conceptual model for analysis of the Gamification of Knowledge Management Systems.
Theories: Since the last decade the Gamification - defined by the application of game design principles in a non-game
context - as a management practice has become increasingly challenging for researchers. At the height of the
Knowledge Age, in which we live today, knowledge and the organizational capacity to create, disseminate and retain it is
one of the most important sources of competitive advantage for organizations. As employees’ knowledge is critical for
companies, it is essential to find effective mechanisms to encourage collaborators to share knowledge. In this field,
gamification is a dynamic to be considered as an enabler of successful knowledge management systems.
Methodology: A systematic review of the literature was carried out, analyzing the scientific articles obtained through
electronic databases, manual research and the cross-referencing of bibliographic references to identify and synthesize
studies on the use of gamification in Knowledge Management processes in the period from 2015 to 2018.
Results: This study demonstrates that the use of gamification in knowledge management processes has a positive
impact on employees’ motivation and involvement with these systems, while promoting the creation, transfer and sharing
of knowledge in the organization. A conceptual model for the gamification of knowledge management systems is
proposed, intended to be a valid contribution to the operationalization of future studies on the link between gamification
and knowledge management.info:eu-repo/semantics/publishedVersio
Recruitment and Selection as a Tool for Strategic Management of Organizations – El Corte Ingles Case Study
The main purpose of this study is to acknowledge how can recruitment process & selection be used as a
strategic partner in the management of current organizations.
Having as a reference an international prestigious organization recognized, El Corte Ingles, this case study will go from an analysis of the state of the art of this topic, trying to understand how to find different and innovative ways to use, whether recruitment or selection techniques, to leverage the management of intangible assets and get competitive advantage towards the various players in the market, moving on for a qualitative analysis of the case in study and the ways in which this organization uses the process of recruitment and selection, continuously, as an essential tool to achieve the organizational goals.info:eu-repo/semantics/publishedVersio
O recurso à gamificação como ferramenta de apoio aos sistemas de gestão de conhecimento
Este estudo tem como objetivo aprofundar a compreensão sobre o papel que a gamificação pode
ter nos sistemas de gestão de conhecimento, mais especificamente ao nÃvel do impacto da
gamificação nos elementos facilitadores dos sistemas de gestão de conhecimento.
Em plena Era do Conhecimento, uma das mais importantes fontes de vantagem competitiva
para as organizações é o conhecimento e a capacidade organizacional de o criar, difundir e reter,
sendo um dos grandes desafios das organizações encontrar mecanismos eficazes para incentivar
os seus colaboradores a partilhar conhecimento. Desde a última década, o recurso à gamificação
enquanto prática de gestão tornou-se cada vez mais desafiante para os investigadores, surgindo,
como uma ferramenta organizacional a considerar enquanto potenciadora do sucesso dos
sistemas de gestão do conhecimento.
Neste estudo, foi realizada uma revisão de literatura sobre os principais construtos da
gamificação enquanto prática organizacional e a gestão do conhecimento, mais concretamente,
os elementos facilitadores dos sistemas de gestão de conhecimento. Posteriormente,
desenvolveu-se um instrumento de recolha de dados que permitisse aferir a perceção da
importância da gamificação para as dimensões dos elementos facilitadores dos sistemas de
gestão do conhecimento. Por último, foi levado a cabo um estudo quantitativo junto de
indivÃduos que estiveram envolvidos em processos de gestão do conhecimento gamificados nas
suas organizações, sendo apresentados os resultados obtidos após a sua análise e discussão Ã
luz da literatura existente.
Os resultados indicam que a utilização da gamificação apresenta efeitos positivos sobre os
elementos facilitadores dos sistemas de gestão do conhecimento. Sendo proposto um modelo
conceptual, que poderá ser utilizado pelas organizações quando desenvolvem os seus sistemas
de gestão do conhecimento gamificados, que identifica os elementos de design de jogo que mais
podem contribuir para um desempenho positivo de cada dimensão dos facilitadores dos
sistemas de gestão do conhecimento; Abstract:
The use of gamification as a support tool for knowledge management
systems -
This study aims to develop a deeper understanding about the role of organisational gamification
in knowledge management systems, more specifically about the impact of gamification on the
enablers of knowledge management systems.
In the present Knowledge Era, one of the most important sources of competitive advantage for
organisations is knowledge and the organisational capacity to create, disseminate and retain it,
and one of the great challenges for organisations is to find effective mechanisms to encourage
their employees to share knowledge. Since the last decade, the use of gamification as a
management practice has become increasingly challenging for researchers, emerging as an
organisational practice to be considered as an enabler of the success of knowledge management
systems.
In this study, a literature review was conducted concerning the main constructs on gamification
as an organisational practice and knowledge management, more specifically, the enablers of
knowledge management systems. Subsequently, a data collection instrument was developed to
evaluate the perception of the importance of gamification for the dimensions of the enablers of
knowledge management systems. Finally, a quantitative study was conducted involving
individuals who had been part of gamified knowledge management processes in their
organisations, and the results were presented after being analysed and discussed in accordance
with the existing literature.
The results show that the use of gamification has positive effects on the facilitators of
knowledge management systems. A conceptual model is proposed, which can be used by
organisations when developing their gamified knowledge management systems, identifying the
game design elements that can most effectively contribute to the positive performance of each
dimension of knowledge management system enablers
Employer Branding Applied to SMEs: A Pioneering Model Proposal for Attracting and Retaining Talent
Most business enterprises are small and medium-sized enterprises (SMEs), and many of
them are without a human resource and recruitment department. Thus, one of the challenges that
organizations currently face is to find a strategy to retain and attract talent. To overcome this difficulty,
enterprises must invest in employer branding policies and be aware of the factors that differentiate
them from others when attracting employees. This study aims to develop an employer branding model
applicable to SMEs, to increase and enhance the attraction and retention of talents. An exploratory
approach based on a quantitative perspective was adopted to develop an employer branding model
applied to SMEs, with two major reference employer branding models and frameworks used as
the main support. The model of employer branding was applied to SMEs regarding four dimensions,
whereby essential questions are asked, namely (1) organizational culture (e.g., do employees have
a job description aligned with the corporate culture?), (2) company strategy (e.g., what is the strategy
if business volume decreases?), (3) company reputation (e.g., how do you perceive and treat negative
feedback?), and (4) reward systems (e.g., do you feel that your employees are motivated intrinsically
or extrinsically or both?), ordered by layers based on a logical sequence. The new proposed model is
expected to serve as a useful strategic tool and as a basis for attracting, retaining and managing talent,
specifically in the SMEs context. This new model provides a set of strategic and competitiveness
benefits for SMEs, while contributing to making enterprises more profitable. The model also
contributes to SMEs having a better image and reputation, enabling them to stand out from others in
the war for talent.info:eu-repo/semantics/publishedVersio
Ethics and Sustainability in Hospitality Employer Branding
Tourism is currently one of the main sectors of profit for the worldwide economy. This
study aims to explore ethics and sustainability in employer branding applied in the hotel industry,
which is intended to correlate these very current and little-explored themes. This study aims to
explore the investigation of these concepts that have grown, especially in the area of tourism and
hospitality, as a way to better understand how the hotel sector can improve and develop strategic
tools to achieve organisational success and capture the best talent. Methodologically, a Delphi
method (three rounds) was performed through 26 participants recognised as experts of three major
associations within the hotel industry in Portugal. As the main outcome, this research validated the
Ethics and Sustainability in Hospitality Employer Branding Model, comprising three dimensions
(HRM and EB Practices; Factors of business ethics and environmental sustainability; and Advantages
of UH in implementing the EB strategy and RS communication) and underlying categories. Findings
and practical implications to management are presented.info:eu-repo/semantics/publishedVersio
EMPLOYEE REWARDS AND MOTIVATION IN PORTUGUESE MERCIES
Goal – This study aims to investigate the influence of rewards on work motivation in
Portuguese mercies.
Method - To achieve our goal a quantitative descriptive study was carried out based on
an online survey. A convenience sample of 132 collaborators of the Portuguese mercies was
used.
Results - The results show that intrinsic task and knowledge rewards as well as extrinsic
social rewards have a positive impact on autonomous motivation.
Discussion - There was no significant evidence regarding the impact of intrinsic and
extrinsic rewards on controlled motivation. Having found that perceptions of intrinsic rewards
are more positive than those of extrinsic rewards; and, that employees have higher levels of
autonomous motivation than controlled motivation.
Conclusion - The present study allowed us to assess which rewards had the greatest
impact on mercies employees’ motivation, contributing to the understanding of the most
appropriate instruments for an effective management of human resources motivation in these
institutions.info:eu-repo/semantics/publishedVersio
The boundaries in the area of knowledge transfer in management consulting
In a historical retrospective, although the existing literature calls the management consulting industry an extraordinary sector and a unique phenomenon in the business context, in fact these statements are not accompanied by a number of academic studies that emphasize the importance of the effective work of the management consultants. To contest the lack of studies in this emerging area, this article aims to understand the implications of the border to the transfer of information and knowledge from management consultants to their client companies. The results of the empirical analysis in the form of semi-structured interviews and questionnaires applied to management consultants and SME managers in Portugal reveal that the competency factor must be based on the four knowledge families of business management - the know- know, the competence, know-how and know-how to be and it is only from this conjugation that any kind of constraints that can be found along the way (political, physical or cultural) are able to be unblocked.info:eu-repo/semantics/publishedVersio
EMPLOYEE REWARDS AND MOTIVATION IN PORTUGUESE MERCIES
Goal – This study aims to investigate the influence of rewards on work motivation in
Portuguese mercies.
Method - To achieve our goal a quantitative descriptive study was carried out based on
an online survey. A convenience sample of 132 collaborators of the Portuguese mercies was
used.
Results - The results show that intrinsic task and knowledge rewards as well as extrinsic
social rewards have a positive impact on autonomous motivation.
Discussion - There was no significant evidence regarding the impact of intrinsic and
extrinsic rewards on controlled motivation. Having found that perceptions of intrinsic rewards
are more positive than those of extrinsic rewards; and, that employees have higher levels of
autonomous motivation than controlled motivation.
Conclusion - The present study allowed us to assess which rewards had the greatest
impact on mercies employees’ motivation, contributing to the understanding of the most
appropriate instruments for an effective management of human resources motivation in these
institutions.info:eu-repo/semantics/publishedVersio
GAMIFICATION: UMA FERRAMENTA PARA A CRIATIVIDADE EM CONTEXTO ORGANIZACIONAL
Com este trabalho pretende-se fazer uma reflexão acerca do desafio que a gestão de recursos humanos enfrenta atualmente perante a realidade organizacional de uma constante necessidade de inovação e criatividade. Podendo ser o capital humano das organizações uma das principais fontes de inovação é cada vez mais importante encontrar práticas de recursos humanos que facilitem a criatividade e o surgimento de novas ideias.
Através de uma análise à moldura teórica existente, sobre práticas de recursos humanos potenciadoras da criatividade interna nas organizações e a Gamification e o seu impacto quando aplicada em contextos organizacionais verifica-se que, para além da tremenda atualidade do tema, estamos perante uma ferramenta – a Gamification - que poderá ser uma aliada poderosa da gestão de recursos humanos ao nÃvel da motivação individual e do estabelecimento de uma cultura para a criatividade e inovação.
Como corolário deste trabalho surge o CLEVER um sistema de gestão de conhecimento criado de acordo com os princÃpios da Gamification utilizado em contexto organizacional que nos permitiu ilustrar como, na prática, os princÃpios acerca dos quais refletimos ao longo do trabalho se tocam, na realidade, e como os próprios recursos humanos da empresa se sentem ao utilizarem o jogo em contexto de trabalho e de que forma essa utilização influencia o seu relacionamento com os colegas e com a própria organização.
Este trabalho contribuiu para aprofundar o conhecimento acerca das práticas estratégicas de gestão de recursos humanos para a criatividade e inovação e também para um melhor entendimento do que é a Gamification e do papel que esta pode assumir nas empresas enquanto plataforma facilitadora de práticas organizacionais.info:eu-repo/semantics/publishedVersio