Knowledge Management Interactive Training System

Abstract: The KITS (Knowledge Management Interactive Training System) project is a three-year programme aimed at developing a web-based game that will support acquiring knowledge management expertise in a safe environment without needing to learn by making mistakes in real-life. Andrew Haldane Gertjan van Heijst, Noam Shalgi, Robert de Hoog and Ton de Jong describe it achievements in its first year and its plans for the future.

Andrew Haldane, Gertjan van Heijst, Noam Shalgi, Robert de Hoog and Ton de Jong: Is knowledge management just a game? The knowledge management interactive training system. Inside Knowledge, Volume 4 Issue 7, 2001, pp. 14-17.

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  • Full text (PDF w. figures) from authors
  • Archived homepage of the KITS project (KM Quest simulation game)

Related publications:

  • Tsjernikova, Irina Ivanovna (2009). Developing and investigating validity of a knowledge management game simulation model. Enschede: Ipskamp Drukkers B.V. (Ph.D Thesis, University of Twente) Full text »
  • Leemkuil, H.H. (2008). Supporting learning in a simulation game. In: Mayer, I. & Mastik, H. (eds.) Organizing and Learning through Gaming and Simulation, Proceedings of Isaga 2007, Delft: Eburon, Pages 203 – 210. Puechase »
  • Leemkuil, H. H. (2006). Is it all in the game? Learner support in an educational knowledge management simulation game. Enschede: PrintPartners Ipskamp (PhD Thesis, University of Twente) Full text »
  • Purbojo, R. (2005). To look or not to look. A study of visualisation supports in an educational business game. Enschede: PrintPartners Ipskamp (PhD Thesis, University of Twente) Full text »
  • Purbojo, R. & Hoog, R. de, (2004). Learning knowledge management in a collaborative game: Effects of player preparation and visualisation of variables. In: Eberle, T., Kriz, W.C., Puschert, M. & Glötzner, F. (Eds.). Bridging the Gap: Transforming Knowledge into Action through Gaming and Simulation. Proceedings of 35th Annual Conference of the International Simulation And Gaming Association (ISAGA) Munich 2004. Munich: Sagsaga. Full text »
  • Shostak, I. & Hoog, R. de, (2004). The KM Quest business simulation model: supporting acquisition of decision-making skills for knowledge management. In: Eberle, T., Kriz, W.C., Puschert, M. & Glötzner, F. (Eds.). Bridging the Gap: Transforming Knowledge into Action through Gaming and Simulation. Proceedings of 35th Annual Conference of the International Simulation And Gaming Association (ISAGA) Munich 2004. Munich: Sagsaga. Full text »
  • Leemkuil, H.H., Jong, T. de, Hoog, R. de & Christoph, N. (2003). KM Quest: a collaborative internet-based simulation game. Simulation & Gaming, March 2003, vol. 34 no. 1, pp. 89-111 Purchase »
  • Christoph, N., Sandberg, J. & Wielinga, B. (2003). Measuring learning behaviour in a collaborative gaming-simulation learning environment for the domain of knowledge management. In D. Lassner & C. McNaught (Eds.), Proceedings of EdMedia: World Conference on Educational Media and Technology 2003 (pp. 2313-2316). Association for the Advancement of Computing in Education (AACE). Purchase »
  • Jong, T. de (Editor) (2003). Final project report. EC project KITS (IST-1999-13078), KITS Deliverable D19, Enschede: KITS consortium. Full text »
    (Note: This deliverable and some of the others are available on the archived homepage of the KITS project)
  • Christoph, N., van der Tang, F., & de Hoog, R. (2001). Intuitive knowledge management strategies. Proceedings of the 2nd European Conference on Knowledge Management (ECKM), Bled, Slovenia. Full text »
  • Hoog, R. de,Van Heijst, G.,Van der Spek, R., Edwards, S.J., Mallis, R.,Van der Meij, B., Taylor, M.R. (1999). Investigating a Theoretical Framework for Knowledge Management: A Gaming Approach. In: J. Liebowitz (Ed.), The Knowledge Management Handbook. Boca Raton: CRC Press, 10.1-10.18.

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