Intelligent manager of scientific knowledge based in Gamification (Gicci-Game)
Date
07/01/201507/01/2015
Author
Martínez, Anthony
Valera Mariscal, Juan
Ochomogo, Yenny
Miguelena, Ramfis
Metadata
Show full item recordAbstract
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.