The document discusses knowledge management and e-learning. It defines different types of knowledge such as encoded, embodied, embedded, and encultured knowledge. It also discusses where knowledge resides in organizations, including in processes, events, people, and networks. Communities of practice are introduced as places where best practices and innovations emerge from networking and sharing knowledge. E-learning tools that can aid in knowledge acquisition and development are also summarized, including learning management systems and personal learning environments.
22. Community of Practice (CoP)
This is where
best practises & innovations 1st
emerge and
inentified
solutions to shared problems
23. CoP VS Project Teams
CATEGORY PURPOSE MEMBER UNIFIER HOW LONG
Community of create self-selection passion as long as the
Practice expand based on commitment relevance to the
knowledge expertise or identification topic and value
develop passion for a with the group and interest in
individual topic/ area and its learning
capabilities expertise together
Project Teams accomplish a direct role in project's goals predetermined-
specified task accomplishing and milestones when has been
the task completed
32. "The use of any electronic technology to aid
in the acquisition and development of
knowledge and understanding in order to
demonstrable and positively influence
behaviors."
33. Two ways of e-learning:
Online: use of information via the Internet
Offline: use of information which is stored
on computer or external drive
34. Purposes of e-learning:
1) help people who dont attend any
courses due to distance
2) training business staff
36. The most important
Feedback (from learners)
which can be used by others later.
37. E-learning tools
Learning Management System (LMS)
helps us to build a platform:
a) the content is structured by sections
and subsections (like a course)
b) forums can be used for brainstorming
and collection of feedback
c)self-assessment
38. Personal Learning Environments (PLS)
are systems that help learners take control of
and manage their own learning.
It is based on LMS.
39. The concept of the game (gamification) can be
used in order to approach the user.
40. 2 ways could be useful:
a) user can create a profile where he can
receive updates for specific contents
and he can send his feedback
b) user can collect points by filling
evaluation tests; by doing this he will
have the chance to be a leader of
some kind of group (competition).
41. Thank You
Leon Gavalas
Vassiliki Giannakara
Maria Vorilla
Athens University of Economics And Business ThinkBiz