Roberto Bazanini, Andrea Akemi Oribe Hayashi, F. Macau, Ricardo Daniel Adra
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引用次数: 0
Abstract
This study has as main objective to describe the applicability of the knowledge management tool in the relationship networks of companies directed to the corporate training games market. It is a descriptive, Roberto Bazanini; Andrea Akemi Oribe Haiashi; Flávio Romero Macau; Ricardo Daniel Adra Perspectivas em Gestão & Conhecimento, João Pessoa, v. 10, n. 2, p. 42-66, maio/ago. 2020. 43 qualitative research, a single and cross-sectional case study. Data collection in the field was carried out through semi-structured interviews with the company's manager and employees. The results of the research point out that the applicability of knowledge management in the relationship networks of corporate training games as an aid to the principles of the andragogical model provide the networked company with greater access to tangible and intangible resources. As a result, the constant exchange of knowledge favors the interactivity between tacit and explicit knowledge resulting in the offer of products that provide updated, dynamic and continuous learning for customers-users of training. Based on these results, it is concluded that corporate training games provide essential resources for learning in organizations and, in this perspective, it is relevant to expand the discussions on this topic, in order to analyze the effectiveness of these new practices in executive activities.
本研究的主要目的是描述知识管理工具在面向企业培训游戏市场的企业关系网络中的适用性。这是描述性的,罗伯特·巴扎尼尼;Andrea Akemi Oribe Haiashi;Flávio澳门罗梅罗;Ricardo Daniel Adra Perspectivas em gesto & Conhecimento, jo o Pessoa,第10节,第2页,第42-66页,maio/ago。2020. 43定性研究,单一和横断面的案例研究。实地数据收集是通过对公司经理和员工的半结构化访谈进行的。研究结果指出,知识管理在企业培训游戏关系网络中的适用性,作为对逻辑模型原则的辅助,为网络化的公司提供了更多的有形和无形资源的获取途径。因此,不断的知识交换有利于隐性知识和显性知识之间的相互作用,从而为培训的客户提供提供更新、动态和持续学习的产品。基于这些结果,我们得出结论,企业培训游戏为组织中的学习提供了必要的资源,从这个角度来看,为了分析这些新实践在执行活动中的有效性,扩大对这一主题的讨论是相关的。