Title: Teaching Knowledge Management through a Learning Game : KITS
1Teaching Knowledge Management through a Learning
Game KITS
ISMICK01 Compiègne, October 23, 2001
2General FrameworkGeneral Description of the
Game Learning environment Functions tools
KITS Models
3Starting points
- Knowledge management is difficult in practice.
- There are no good training systems for learning
about knowledge management principles nor
learning how to apply knowledge management
procedures.
4The KITS project
- 5th framework IST (Information Societies
Technology) project - Feb 2001 - Dec 2002
- Partners
- University of Twente (NL)
- University of Amsterdam (NL)
- CIBIT (NL)
- EADS CCR (FR)
- TNO (I)
- ECLO (UK/BE)
5The goal of the KITS project
To develop and evaluate a learning
environment for knowledge management
based on a learning game with situated problems
using collaborative learning
6Learning relevant Games aspects
- real situation simulated / simplified view of
reality - Give (part) access to information
- unexpected events confront students with
situations they may not be prepared to tackle in
the reality
Situated (put learning into a context)
Reaching goals Competition
- invite to actively solve problems involve
collective interpretation and decision making
processes
Communication / negotiation
- provide students with a framework of rules and
roles through which they can learn interactively
through a live experience
Constraints and rules
7General FrameworkGeneral Description of the
Game Learning environment Functions tools
KITS Models
8General Description of the Game
- The situation
- The players are confronted with a general
description of a fictitious organisation, a
Business Case. - Their role in the game and the context of this
organisation is specified (see next slide). - They are asked to play their role for three
consecutive virtual years.
9Task description (role)
- The board of directors of the company has
recognized that knowledge is a key asset. To
develop a better understanding of the role of
knowledge in the organisation, and the ways it
should be managed, a special knowledge management
task force has been put together. Your team is
this special task force. Your task is to initiate
specific activities that improve the efficacy of
the knowledge household of the company. You are
expected to propose both pro-active and re-active
actions/interventions (triggered by certain
events that will be introduced while playing the
game).
10Constraints
- Time
- no time limit to play the game teams set their
own pace. When they think they have acted
sufficiently they can go on the end of the
quarter. -
- Budget
- the team receives a budget at the beginning of
the game, which can be used to - buy (additional) information
- implement certain actions
- The team receives each virtual year a new budget
for the coming year, the amount of which is based
on the profit the organisation has made in the
year before.
11Game goal
- General goal is to optimise the level of the
general business indicators that are described in
the underlying business model market share,
profit, customer satisfaction index, etc. - There is no competition between teams.
- Teams try to reach the highest score possible
12Events
- Unexpected events are introduced into the game to
- trigger actions from the players,
- make the game more realistic, and
- introduce the elements of uncertainty, surprise
and chance. - Ex. a key-researcher leaves the company...
- Events can be negative or positive, affect the
situation inside or outside the company.
13General FrameworkGeneral Description of the
Game Learning environment Functions tools
KITS Models
14The learning environmentA collaborative game
with integrated learner support
- Collaboration scenarios
- Teams of 3 players
- Players are geographically dispersed / internet
game - synchronous or asynchronous access to the KITS
environment - Collaboration VS cooperation
- players work together to reach a common goal and
share both tools and activities. - there is no division of labor or resources
between team members. - players have comparable knowledge, capacities and
status.
15The learning environmentA collaborative game
with integrated learner support
- GroupWare tools to support collaboration
- Chatbox (synchronous communication)
- Bulletin board (important notes)
- Whiteboard (graphical facility)
- Forum (asynchronous communication)
- Collaborative workspace (store documents, reports
etc.) - Voting system
- No e-mail (only used by the system to send
activity reports to the players)
16The learning environmentA collaborative game
with integrated learner support
- Learning Support
- explaining / demonstrating
- introduction training phases before playing
- KM model visible for expository instruction
- glossary
- hints
- articulation of ideas argument construction
- fill-in forms / report templates prompts
- monitoring facilities
- dynamic annotation facility (individual notebook)
- history file (logbook kept by system)
- feedback
- status of BM indicators visible at the end of
each quarter - closure debriefing after playing
17Kits game environment (overview)
Game status Year 1, 3th quarter Budget left
100.000 Practice phase
Bulletin board for important messages/notes
Case info
History
Predefined variables
Latest event(s)
Sub goals in progress
Inspect variables
Set goals
Actions
Documentation
People to interview
Advise/support
Normative model
Help
Go to collaborative workspace
Forum
Whiteboard
Annotation (DAF)
18General FrameworkGeneral Description of the
Game Learning environment Functions tools
KITS Models
19Layered domain knowledge management and
business models
20Business Type Models
- Three Business cases covering different
organization types - ( M.Treacy and F. Wiersema Fortune
Magazine February 6, 1995) - Product Leadership Organisation
- products that have a higher quality
- Operational Excellence Organisation
- products that are cheaper
- Customer Intimacy Organisation
- products that are tailor-made
21The Business model Business variables
- Business related variables
- Market share
- Profit
- Customer satisfaction index
- Total number of employees
- Training expenses to other expenses
- Business process related variables
- Marketing
- Level of sales
- Average time for a product to reach the market
- RD
- Ratio of pending patents to all company patents
- Production
- Performance efficiency level
ETC.
22The business model K related variables
- Knowledge related variables
- average level of competence in marketing
- average level of competence in RD
- average level of competence in production
- Knowledge process related variables
gaining development utilization retention
diffusion / transfer
in from
M RD P RD to P M to RD
- speed
- effectiveness
- efficiency
ETC.
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24KM Model
25The KITS KM model
FOCUS
MONITOR
ORGANISE
26Basic processes in KITS KM
MONITOR
ORGANISE
FOCUS
KM Actions
KM Bottlenecks
Indicators
Implementation
27KM bottlenecks
- Insufficient knowledge at point-of-action
- Knowledge transfer is narrow
- Unnecessary division of tasks and decisions
- Limited re-use of knowledge over business
processes - Only a few agents have knowledge
- Knowledge is very heuristic and not well-defined
- Agents are not qualified for the job
- Knowledge is only available a limited amount of
time - Knowledge is not available at the appropriate
location - Knowledge is not available in the right form
ETC.
28KM Actions - categories
- Acquisition
- Development
- Utilisation
- sharing and distribution
- combination
- consolidation
- Retention
29KM actions
- Hire an expert with new knowledge on a temporary
basis - Install Internet connection
- Conduct in-house training programmes
- Subscribe employees to professional alliances
- Create database with information about current
and past research projects - Etc.
gt 100 actions
30What can players do?
- KM actions
- Inspect variables
- Ask for additional information
- Set goals
- Choose KM actions
- Set up a measurement system
- Collaborate
- Exchange info
- Make representations
- Work on documents
- Discuss ideas
- Decide upon actions
- Support
- Ask for explanation
- Ask for hints/ assignment
- Inspect and reflect
- Consult normative KM model
System actions Decay Events
31What they can not do ...
- Reverse actions that have been taken.
- Reorganise the company.
- Inspect variables at the level of specific
departments, products, or persons. - Implement actions at the level of specific
departments, products, or persons.
32The KITS learning scenario
33KITS the project
- Specifications February 2001
- Prototype 1 September 2001
- Evaluation with different types of users
- Final prototype December 2002
More information anne.monceaux_at_eads.net
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