The design and implementation of a simulation game for teaching knowledge management
- Designing an interdisciplinary graduate program in knowledge management
- Challenges in knowledge management education
- Knowledge Management: Education for Information Professionals in the Age of the Mind
- Evolution of knowledge management education
- Knowledge Master – a collaborative learning program for Knowledge Management
Abstract: Knowledge management is a discipline that has rapidly gained attention from both practitioners and academics over the last decade. However, the number of simulation games designed for knowledge management education has been limited. This is largely due to the emerging nature of knowledge management, whose domain the established gaming and simulation community has yet to enter. For this reason, the value and relevance of knowledge management simulation games is highlighted in this article by detailing the design and implementation of a simulation game entitled The Chief Knowledge Officer (CKO). The study was intended to meet two objectives: (a) to provide a template for designing knowledge management simulation games, and (b) to determine the effectiveness of CKO through a pretest-posttest research design. An empirical study which involved 32 final-year Business Studies students reading an elective module entitled Knowledge Management Systems in an institute of higher education in Singapore was cond-ucted. The findings confirmed that CKO was a viable and effective instructional tool for imparting knowledge to the participants. In addition, the scores obtained from CKO had a moderating effect on the participants’ attitude towards the subject matter.
Alton Y.K. Chua: The design and implementation of a simulation game for teaching knowledge management. Journal of the American Society for Information Science and Technology, Volume 56 Issue 11, 2005, Pages 1207 – 1216
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© 2009 American Society for Information Science and Technology.
KMedu Tags: American Society for Information Science and Technology (ASIS&T) | gaming | higher education | instructional tools | John Wiley & Sons Inc | Journal of the American Society for Information Science and Technology | Knowledge Management systems | simulation | simulation games | teaching knowledge management | The Chief Knowledge Officer | Universitas 21 Global
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