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dc.contributor.authorElm, Dominic
dc.contributor.authorTondello, Gustavo F.
dc.contributor.authorNacke, Lennart E.
dc.date.accessioned2017-06-02T07:25:08Z
dc.date.available2017-06-02T07:25:08Z
dc.date.issued2012
dc.identifier.isbn978-84-697-3570-1
dc.identifier.urihttp://riull.ull.es/xmlui/handle/915/4783
dc.description.abstractEmployees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. To address this issue, we developed a gameful learning component of an enterprise knowledge management system (KMS) to help foster this process of collaborative and participatory learning. This paper introduces CLEVER, a serious game that combines trivia and strategy elements as game elements to motivate the players into knowledge exchange. Furthermore, we describe how CLEVER uses intrinsic and extrinsic motivational affordances to engage employees into enterprise knowledge learning.en_EN
dc.format.mimetypeapplication/pdf
dc.language.isoenes_ES
dc.publisherUniversidad de La Lagunaes_ES
dc.relation.ispartof1st Workshop on Gamification and Games for Learning (GamiLearn’17)en_EN
dc.rightsLicencia Creative Commons (Reconocimiento-No comercial-Sin obras derivadas 4.0 internacional)
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/deed.es_ES
dc.subjectgamificationen_EN
dc.subjectgameful designen_EN
dc.subjectenterprise learningen_EN
dc.subjectknowledge managementen_EN
dc.titleCLEVER: A Gameful Enterprise Learning Systemen_EN
dc.typeinfo:eu-repo/semantics/conferenceObject


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