ECKM20 | PFEIFFER et. al. | Blockchain Technologies used for Knowledge Transfer between generations
Автор: appliedgames
Загружено: 2020-12-04
Просмотров: 67
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The use of Blockchain-supported Reward Systems for Knowledge Transfer between generations.
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Alexander Pfeiffer 1 2 3, Stephen Bezzina 4, Thomas Wernbacher 2, Vince Vella 3, Alexiei Dingli 3, Alesja Serada 5,
1 Comparative Media Studies/Writing, Massachusetts Institute of Technology (MIT), Cambridge, MA, USA
2 Center for Applied Game Studies, Donau-Universität Krems (DUK), Krems, Austria
3 Department of Artificial intelligence, University of Malta (UoM), Msida, Malta
4 Ministry for Education and Employment, Floriana, Malta
5School of Marketing and Communication, University of Vaasa, Finland
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Abstract: An important aspect of knowledge management is the transfer of know-how between generations. This raises the question of how new employees, especially young professionals, can acquire this knowledge from older generations in an efficient and sustainable way. This can potentially necessitate the creation of incentives for both sides. For the older generation, the rewards must be of such a high quality that they are willing to pass on their expertise without seeing the younger generation as a threat. For the younger generation, ways must be created to accept the knowledge of the older generation as being of great value. In this paper, the authors discuss two methods that can facilitate this process. Gamification, to make the reward systems visible, and nudging, to trigger the benefits of these reward systems. Furthermore, by developing a working prototype, the authors describe how the actual rewards can be stored on Blockchain-based tokens in order to be represented in a permanent and provable way. This system can be supported by machine learning and the long-term preparation of adaptive learning systems, so that the knowledge of the older generation is ultimately made available to a broad group of people. The theoretical foundations are complemented by an online survey and a focus group with experts from the various fields in order to further corroborate the arguments made.
Keywords: Gamification, Nudging, Blockchain, AI, Adaptive Learning, Intergenerational Knowledge Management
“Old guns leave and all knowledge is gone”
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