2 resultados para Gestão do conhecimento - Knowledge management

em RCAAP - Repositório Científico de Acesso Aberto de Portugal


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Nos últimos anos, a Gestão de Informação e do Conhecimento (GIC) tem despertado um interesse cada vez maior por parte da comunidade científica e de prestigiadas organizações empresariais e governamentais. A incorporação organizacional desta disciplina possibilitou a correção de lacunas de informação e de conhecimento, contribuindo eficazmente para a superioridade de informação. Desta maneira, este estudo tem por objetivo determinar as opções que permitirão ao Exército Português maximizar a sua eficácia no âmbito da GIC. Posto isto, analisar-se-á primeiramente o impacto da “era da informação” na atual gestão organizacional. Em seguida, proceder-se-á à avaliação do modelo de GIC que melhor servirá uma organização tipo Exército Português, verificando-se, numa fase final, quais os aspetos que caracterizam o atual modelo em vigor no Exército e qual o seu impacto na sua gestão estratégica. Por último, conclui-se com o presente estudo que se encontra em curso uma transformação ao nível de toda a cultura organizacional do Exército, uma vez que a mesma passa a centralizar o seu processo de decisão em rede. Para isso, torna-se essencial a implementação eficaz da GIC, o que é apenas é praticável com a definição de uma estratégia e de um plano de ação para a sua eficaz materialização. Abstract: The Information and Knowledge Management (IKM) is beginning to awaken a growing interest in the academic world as well as in large organizations globally. The implementation of this type of capability allows bridging the information and knowledge gaps contributing to achieve in organizational terms the information superiority. This study focuses on determining the options that will allow the Portuguese Army in order to maximize its effectiveness within the IKM. To achieve this purpose, it begins by analyzing how the "information age" influences the management of organizations. Next, we evaluate which model of IKM that could best serve an organization like the Portuguese Army and finally we analyze which aspects characterizing the current IKM model in the Army and its impact on its Strategic Management. We conclude that the Army is crossing a transformation of the whole organizational culture passing this to centralize its decision process through the network changing the whole paradigm of sharing and obligation to share. For this, it is essential to the implementation of the IKM capacity and this is only possible with the definition of a strategy and action plan for the implementation of this strategy.

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Employees are the human capital which, to a great extent, contributes to the success and development of high-performance and sustainable organizations. In a work environment, there is a need to provide a tool for tracking and following-up on each employees' professional progress, while staying aligned with the organization’s strategic and operational goals and objectives. The research work within this Thesis aims to contribute to improve employees' selfawareness and auto-regulation; two predominant research areas are also studied and analyzed: Visual Analytics and Gamification. The Visual Analytics enables the specification of personalized dashboard interfaces with alerts and indicators to keep employees aware of their skills and to continuously monitor how to improve their expertise, promoting simultaneously behavioral change and adoption of good-practices. The study of Gamification techniques with Talent Management features enabled the design of new processes to engage, motivate, and retain highly productive employees, and to foster a competitive working environment, where employees are encouraged to be involved in new and rewarding activities, where knowledge and experience are recognized as a relevant asset. The Design Science Research was selected as the research methodology; the creation of new knowledge is therefore based on an iterative cycle addressing concepts such as design, analysis, reflection, and abstraction. By collaborating in an international project (Active@Work), funded by the Active and Assisted Living Programme, the results followed a design thinking approach regarding the specification of the structure and behavior of the Skills Development Module, namely the identification of requirements and the design of an innovative info-structure of metadata to support the user experience. A set of mockups were designed based on the user role and main concerns. Such approach enabled the conceptualization of a solution to proactively assist the management and assessment of skills in a personalized and dynamic way. The outcomes of this Thesis aims to demonstrate the existing articulation between emerging research areas such as Visual Analytics and Gamification, expecting to represent conceptual gains in these two research fields.