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  • Rakovska, Zuzana; Vo?ka, David

    Language: English

    Published by Grin Verlag, 2016

    ISBN 10: 3668166307 ISBN 13: 9783668166301

    Seller: California Books, Miami, FL, U.S.A.

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  • David Vo¿ka

    Language: English

    Published by GRIN Verlag Mrz 2016, 2016

    ISBN 10: 3668166307 ISBN 13: 9783668166301

    Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany

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    Taschenbuch. Condition: Neu. Neuware -Master's Thesis from the year 2015 in the subject Business economics - Miscellaneous, grade: 1,00, Charles University in Prague (Institute of Economic Studies), language: English, abstract: This paper analyses the process of knowledge-base adoption in the enterprise environment. Using data from two knowledge-management systems operated by the company, Semanta, s.r.o. we studied the day-to-day interactions of employees using the system and identified the important drivers of system adoption. We began by studying the effect of co-workers' collaborative activities on knowledge creation within the system. It was found that they had a positive and significant impact upon overall knowledge creation and thus on adoption. Secondly, we explored how the newly defined concept of gamification could help determine and encourage an increase in knowledge creation. The use of gamification tools, such as the 'Hall of Fame' page, turned out to have significant influence in the adoption process. Thirdly, we examined how users continually seek knowledge within the system and how asking for missing information and being supplied with answers has an impact on adoption rates. It was shown that the quicker the responses and the more experts dealing with requests the greater the impact on knowledge base adoption. Finally, we showed that the size and character of the company deploying the knowledge management system does not influence the adoption drivers. This paper represents an effort to fill the literature gap surrounding effective knowledge-base adoption in an intra-company environment. Moreover, as far as we know, it represents the first attempt to estimate the relationship between gamification concepts and knowledge-base adoption not only in the Czech Republic but also worldwide. 96 pp. Englisch.

  • David Vo¿ka

    Language: English

    Published by GRIN Verlag, 2016

    ISBN 10: 3668166307 ISBN 13: 9783668166301

    Seller: AHA-BUCH GmbH, Einbeck, Germany

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    Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - Master's Thesis from the year 2015 in the subject Business economics - Miscellaneous, grade: 1,00, Charles University in Prague (Institute of Economic Studies), language: English, abstract: This paper analyses the process of knowledge-base adoption in the enterprise environment. Using data from two knowledge-management systems operated by the company, Semanta, s.r.o. we studied the day-to-day interactions of employees using the system and identified the important drivers of system adoption. We began by studying the effect of co-workers' collaborative activities on knowledge creation within the system. It was found that they had a positive and significant impact upon overall knowledge creation and thus on adoption. Secondly, we explored how the newly defined concept of gamification could help determine and encourage an increase in knowledge creation. The use of gamification tools, such as the 'Hall of Fame' page, turned out to have significant influence in the adoption process. Thirdly, we examined how users continually seek knowledge within the system and how asking for missing information and being supplied with answers has an impact on adoption rates. It was shown that the quicker the responses and the more experts dealing with requests the greater the impact on knowledge base adoption. Finally, we showed that the size and character of the company deploying the knowledge management system does not influence the adoption drivers. This paper represents an effort to fill the literature gap surrounding effective knowledge-base adoption in an intra-company environment. Moreover, as far as we know, it represents the first attempt to estimate the relationship between gamification concepts and knowledge-base adoption not only in the Czech Republic but also worldwide.

  • Rakovska, Zuzana

    Language: English

    Published by GRIN Verlag, 2016

    ISBN 10: 3668166307 ISBN 13: 9783668166301

    Seller: Buchpark, Trebbin, Germany

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    Condition: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | Master's Thesis from the year 2015 in the subject Business economics - Miscellaneous, grade: 1,00, Charles University in Prague (Institute of Economic Studies), language: English, abstract: This paper analyses the process of knowledge-base adoption in the enterprise environment. Using data from two knowledge-management systems operated by the company, Semanta, s.r.o. we studied the day-to-day interactions of employees using the system and identified the important drivers of system adoption. We began by studying the effect of co-workers' collaborative activities on knowledge creation within the system. It was found that they had a positive and significant impact upon overall knowledge creation and thus on adoption. Secondly, we explored how the newly defined concept of gamification could help determine and encourage an increase in knowledge creation. The use of gamification tools, such as the "Hall of Fame" page, turned out to have significant influence in the adoption process. Thirdly, we examined how users continually seek knowledge within the system and how asking for missing information and being supplied with answers has an impact on adoption rates. It was shown that the quicker the responses and the more experts dealing with requests the greater the impact on knowledge base adoption. Finally, we showed that the size and character of the company deploying the knowledge management system does not influence the adoption drivers. This paper represents an effort to fill the literature gap surrounding effective knowledge-base adoption in an intra-company environment. Moreover, as far as we know, it represents the first attempt to estimate the relationship between gamification concepts and knowledge-base adoption not only in the Czech Republic but also worldwide.

  • Zuzana Rakovska (u. a.)

    Language: English

    Published by GRIN Verlag, 2016

    ISBN 10: 3668166307 ISBN 13: 9783668166301

    Seller: preigu, Osnabrück, Germany

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    Taschenbuch. Condition: Neu. Drivers of knowledge base adoption. Analysis of Czech corporate environment | Zuzana Rakovska (u. a.) | Taschenbuch | 96 S. | Englisch | 2016 | GRIN Verlag | EAN 9783668166301 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.