An assessment of the application of a gamification for knowledge management teaching: a qualitative and quantitative analysis of the results
Abstract
This paper presents the evaluation of an experience report that consisted of the gamification application designed to support the teaching and learning of the knowledge management assets and process. The data collected during the case study were analyzed in a quantitative way, having as indicators a series of Medals that the participants won when carrying out the activities. The qualitative data collected from an evaluation and feedback meeting are also analyzed, through the SWOT matrix, carried out at the end of the experiment application. By analyzing both data, the effectiveness of this gamified proposal was proven.
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