Skripsi
PENERAPAN KNOWLEDGE MANAGEMENT SYSTEM (KMS) DENGAN KONSEP GAMIFICATION BERBASIS OCTALYSIS FRAMEWORK (STUDI KASUS: SMK NEGERI 2 PALEMBANG)
SMK Negeri 2 Palembang is one of the vocational schools that has become a reference school in South Sumatra Province. SMK Negeri 2 Palembang has a vision to become a center for secondary level vocational education and technology training that is cultured, has national character and is able to compete in the global era. As a school that implements the curriculum 2013 that prioritizes student creativity and skills, SMK Negeri 2 Palembang has a lot of developing knowledge, especially in the fields of technology and information. To support the realization of the vision and preserve existing knowledge, an information system in the form of a Knowledge Management System (KMS) is needed which will become a forum for managing existing knowledge from both students and teaching staff. The KMS built is a website-based information system developed using the 10-Step Knowledge Management Roadmap method. In addition, to increase motivation and knowledge sharing culture, the Gamification concept and Octalysis Framework are applied to support the psychological aspects of the game. With the application of this concept and supported by a user-friendly interface, it will allow users to play a role and collaborate actively so that it can help improve the culture of sharing and knowledge management that exists in SMK Negeri 2 Palembang, especially in the competency of Computer and Network Engineering.
Inventory Code | Barcode | Call Number | Location | Status |
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2107002615 | T50931 | T509312021 | Central Library (Referens) | Available but not for loan - Not for Loan |
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