One of the issues of the academic institution is knowledge management. How the academe disseminate information over the academic community on real time and the availability of knowledge anytime and anywhere is challenging task in every institution. The objective of this study is to develop Knowledge Management System for Camarines Norte State College that is capable of knowledge sharing, creating and knowledge repository. The developed KM system is designed specifically to cater the requirements of the academic institutions especially Camarines Norte State College in terms of knowledge management. A usability test was conducted to find out how far the academic community can interact efficiently and effectively and how far the system application provides user guidance, provide information, and provide consistent interaction. The pooled mean of the overall usability test was 4.55 with adjectival rating of SA or strongly agree, which means that the system has the functionality needed by the users, easy to use and the system is very useful. Moreover, KMS in Higher Education Institution (HEI) could help in the growth of learner centered knowledge and action learning, growth in work-related learning, movement from closed to open knowledge systems and extensive development in computer-based communication technologies.
This work is centered on making sure that it fosters out the purpose of knowledge management systems framework for the sake of making use understand how best it is used in terms of capturing, utilizing and transferring knowledge from one entity to another. The literature review as well as the document analysis were both used in combination for the purpose of making sure that all the interviews that were used were better expounded in different platforms such as stakeholder, faculty and administrator. Further, the academic knowledge management system Architectural framework had to be utterly customized on matters to do with the intelligence concept, Debrose and the Enterprise Architecture. It is through the use of this framework that then functionality of the organization is categorized in to three namely; the people, technology as well as the application that is required for use. Further, it is true that there are some benefits that are linked with the use of this kind of framework that are easily accessed on the available knowledge and helps in decision making process for the entire administration and the knowledge repository creational matters.
The gamified e-learning approach has been widely used as a learning and teaching strategy, particularly in higher education. This strategy has been successfully used to engage, motivate and enhance learning performances. However, learners or students react differently to game designs and game mechanics depending on the subject area that a particular gamified application though there are several studies shows that gamification enhances motivation. In this paper, we designed and implemented a specific learning model for the gamified digital logic gates or LogIO. Thus, thirty (30) learners evaluated and we determined how do game design elements affect learners in terms of motivation, performance and learning experience. The main results of this study showed that learners agreed that the motivation level and usability of LogIO have a weighted mean of 4.56 and 4.49 respectively while performance and learning experience level has 81% during the utilization of the gamified mobile application. These results support the significance and relevance of adapting particular design elements for gamified digital logic gates to enhance motivation, performance and learning experience.
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