dc.contributor.author | Martínez, Anthony | |
dc.contributor.author | Valera Mariscal, Juan | |
dc.contributor.author | Ochomogo, Yenny | |
dc.contributor.author | Miguelena, Ramfis | |
dc.date.accessioned | 2017-11-01T21:06:18Z | |
dc.date.accessioned | 2017-11-01T21:06:18Z | |
dc.date.available | 2017-11-01T21:06:18Z | |
dc.date.available | 2017-11-01T21:06:18Z | |
dc.date.issued | 07/01/2015 | |
dc.date.issued | 07/01/2015 | |
dc.identifier | http://www.laccei.org/LACCEI2015-SantoDomingo/meta/RP171.html | |
dc.identifier.uri | http://ridda2.utp.ac.pa/handle/123456789/2928 | |
dc.identifier.uri | http://ridda2.utp.ac.pa/handle/123456789/2928 | |
dc.description | 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. | en_US |
dc.description.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. | en_US |
dc.format | application/pdf | |
dc.language | spa | |
dc.language.iso | spa | en_US |
dc.publisher | Proceedings of the 13th Latin American and Caribbean Conference for Engineering and Technology: Engineering Education Facing the Grand Challenges, What Are We Doing? | en_US |
dc.publisher | Proceedings of the 13th Latin American and Caribbean Conference for Engineering and Technology: Engineering Education Facing the Grand Challenges, What Are We Doing? | |
dc.rights | https://creativecommons.org/licenses/by-nc-sa/4.0/ | |
dc.rights | info:eu-repo/semantics/openAccess | |
dc.subject | Gamification | en_US |
dc.subject | knowledge base | en_US |
dc.subject | research | en_US |
dc.subject | engagement | en_US |
dc.subject | platform | en_US |
dc.subject | web design | en_US |
dc.subject | Gamification | |
dc.subject | knowledge base | |
dc.subject | research | |
dc.subject | engagement | |
dc.subject | platform | |
dc.subject | web design | |
dc.title | Intelligent manager of scientific knowledge based in Gamification (Gicci-Game) | en_US |
dc.type | info:eu-repo/semantics/article | |
dc.type | info:eu-repo/semantics/publishedVersion | |