Personal knowledge networking

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Personal knowledge networks are methods for organizations to identify, capture, evaluate, retrieve, and share information. This method was primarily conceived by researchers to facilitate the sharing of personal, informal knowledge between organizations. Instead of focusing on the organizational context, some researchers investigate the intra-firm aspects at the personal level of organizational knowledge networks, where knowledge management (KM) processes both begin and end. [1] Various technologies and behaviors support personal knowledge networking, including wikis, Really Simple Syndication (RSS), and relationship networks. Researchers propose that knowledge management can occur with little explicit governance. This trend is referred to as "grassroots KM" as opposed to traditional, top-down enterprise KM.

Contents

Origin

New models have emerged for the continuous operation of knowledge management. Apart from formal arrangements for official alliances, individuals often know each other and interact beyond their official duties, leading to knowledge flows and learning. [2]

Traditional Knowledge Management focuses more on technology than on social interaction. [3] Organizations should first look at the culture inherent inside, as it significantly affects the social interaction among members involved.
Social software provides an answer to this previous question. It is a means of giving people what they want in terms of their traditional knowledge management activities, in a way that also benefits the firm. [4]

Comparison between KM and PKN

Structural Aspect

A content-based process is regarded as a major factor leading to the incompatibility of Knowledge Management in the current situation. In contrast, a user-based process focuses on each individual in a learning process, shifting the driving force of knowledge from an organization's content database to the learners themselves. Furthermore, knowledge can only be evaluated or managed by individuals, emphasizing its unique nature. [5]
In the PKN model, knowledge learning is undertaken with a high consideration of its natural distributed format. In comparison, the centralized feature has been proven to perform well in guiding an organized and structured learning session. [6] However, the well-structured guidance could hardly satisfy the various and timely requirements of today's users.
Top-down models and hierarchically controlled structures are the enemies of innovation. [7] In general, learners and knowledge workers love to learn, but they hate not being given the freedom to decide how they learn and work (Cross, 2003). [8] Given this fact, a better way to cope with this system is to let them develop and emerge naturally in a free-form way, which could be abstracted to a bottom-up structure. [9]
Traditional KM mainly adopts a pushing model that passively provides content to users and expects the learning process to happen. This model is not sufficient to improve learners' motivation. Considering the dynamic and flexible nature of the learning process, LM and KM approaches require a shift in emphasis from a knowledge-push to a knowledge-pull model. [10] PKN provides a more attractive platform where users can locate content according to their needs from information repositories.

Application Aspect

Related Research Articles

<span class="mw-page-title-main">Wiki software</span> Software to run a collaborative wiki. (Including private wiki)

Wiki software is collaborative software that runs a wiki, which allows the users to create and collaboratively edit pages or entries via a web browser. A wiki system is usually a web application that runs on one or more web servers. The content, including previous revisions, is usually stored in either a file system or a database. Wikis are a type of web content management system, and the most commonly supported off-the-shelf software that web hosting facilities offer.

Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them."

<span class="mw-page-title-main">Knowledge management</span> Process of creating, sharing, using and managing the knowledge and information of an organization

Knowledge management (KM) is the collection of methods relating to creating, sharing, using and managing the knowledge and information of an organization. It refers to a multidisciplinary approach to achieve organizational objectives by making the best use of knowledge.

Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging community of practice focused on bringing principles of design, architecture and information science to the digital landscape. Typically, it involves a model or concept of information that is used and applied to activities which require explicit details of complex information systems. These activities include library systems and database development.

Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities to learn.An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-to-one, one-to-many, or many-to-many.

A management information system (MIS) is an information system used for decision-making, and for the coordination, control, analysis, and visualization of information in an organization. The study of the management information systems involves people, processes and technology in an organizational context.

<span class="mw-page-title-main">IDEF</span> Family of modeling languages

IDEF, initially an abbreviation of ICAM Definition and renamed in 1999 as Integration Definition, is a family of modeling languages in the field of systems and software engineering. They cover a wide range of uses from functional modeling to data, simulation, object-oriented analysis and design, and knowledge acquisition. These definition languages were developed under funding from U.S. Air Force and, although still most commonly used by them and other military and United States Department of Defense (DoD) agencies, are in the public domain.

Personal knowledge management (PKM) is a process of collecting information that a person uses to gather, classify, store, search, retrieve and share knowledge in their daily activities and the way in which these processes support work activities. It is a response to the idea that knowledge workers need to be responsible for their own growth and learning. It is a bottom-up approach to knowledge management (KM).

Social bookmarking is an online service which allows users to add, annotate, edit, and share bookmarks of web documents. Many online bookmark management services have launched since 1996; Delicious, founded in 2003, popularized the terms "social bookmarking" and "tagging". Tagging is a significant feature of social bookmarking systems, allowing users to organize their bookmarks and develop shared vocabularies known as folksonomies.

Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, blogs, email, instant messaging, social network services, wikis, social bookmarking and other instances of what is often called social software illustrate ideas from social computing.

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

Enterprise social software, comprises social software as used in "enterprise" (business/commercial) contexts. It includes social and networked modifications to corporate intranets and other classic software platforms used by large companies to organize their communication. In contrast to traditional enterprise software, which imposes structure prior to use, enterprise social software tends to encourage use prior to providing structure.

Adaptive hypermedia (AH) uses hypermedia which is adaptive according to a user model. In contrast to regular hypermedia, where all users are offered the same set of hyperlinks, adaptive hypermedia (AH) tailors what the user is offered based on a model of the user's goals, preferences and knowledge, thus providing links or content most appropriate to the current user.

A network-centric organization is a network governance pattern which empowers knowledge workers to create and leverage information to increase competitive advantage through the collaboration of small and agile self-directed teams. It is emerging in many progressive 21st century enterprises. This implies new ways of working, with consequences for the enterprise’s infrastructure, processes, people and culture.

User modeling is the subdivision of human–computer interaction which describes the process of building up and modifying a conceptual understanding of the user. The main goal of user modeling is customization and adaptation of systems to the user's specific needs. The system needs to "say the 'right' thing at the 'right' time in the 'right' way". To do so it needs an internal representation of the user. Another common purpose is modeling specific kinds of users, including modeling of their skills and declarative knowledge, for use in automatic software-tests. User-models can thus serve as a cheaper alternative to user testing but should not replace user testing.

Connectivism is a theoretical framework for understanding learning in a digital age. It emphasizes how internet technologies such as web browsers, search engines, wikis, online discussion forums, and social networks contributed to new avenues of learning. Technologies have enabled people to learn and share information across the World Wide Web and among themselves in ways that were not possible before the digital age. Learning does not simply happen within an individual, but within and across the networks.

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

Folksonomy is a classification system in which end users apply public tags to online items, typically to make those items easier for themselves or others to find later. Over time, this can give rise to a classification system based on those tags and how often they are applied or searched for, in contrast to a taxonomic classification designed by the owners of the content and specified when it is published. This practice is also known as collaborative tagging, social classification, social indexing, and social tagging. Folksonomy was originally "the result of personal free tagging of information [...] for one's own retrieval", but online sharing and interaction expanded it into collaborative forms. Social tagging is the application of tags in an open online environment where the tags of other users are available to others. Collaborative tagging is tagging performed by a group of users. This type of folksonomy is commonly used in cooperative and collaborative projects such as research, content repositories, and social bookmarking.

Learning analytics is the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs. The growth of online learning since the 1990s, particularly in higher education, has contributed to the advancement of Learning Analytics as student data can be captured and made available for analysis. When learners use an LMS, social media, or similar online tools, their clicks, navigation patterns, time on task, social networks, information flow, and concept development through discussions can be tracked. The rapid development of massive open online courses (MOOCs) offers additional data for researchers to evaluate teaching and learning in online environments.

A social learning network (SLN) is a type of social network that results from interaction between learners, teachers, and modules of learning. The modules and actors who form the SLN are defined by the specific social learning process taking place.

References

  1. Ismail, S.; Ahmad, M.S.; ‘Emergence of personal knowledge networks in agent-mediated PKM processes: A qualitative analysis in the Malaysian context, Computer & Information Science (ICCIS), 2012 International Conference on Computer & Information Science (ICCIS), 2012 vol. 1, no., pp. 72-78, 12–14 June 2012
  2. F. Huber, “Contextualising the Role of Extra-Firm Personal Networks as a Source of Work-Related Knowledge,” Organisational Learning, Knowledge and Capabilities (OLKC) Conference, Hull, UK, 2011
  3. Delmonte, A.J. and Aronson, J.E. (2004) ‘The relationship between social interaction and knowledge management system success’, Journal of Knowledge Management Practice, Vol. 5.
  4. Penny Edwards, (2009), Role of social software and networks in knowledge management. http://www.headshift.com/our-blog/2009/09/14/role-of-social-software-and-ne/ Retrieved 2012-11-03
  5. Wilson, T.D. (2002) ‘The nonsense of ‘knowledge management’ Archived 2017-12-26 at the Wayback Machine , Information Research, Vol. 8, No. 1, p. 144.
  6. Siemens, G. (2006) Knowing Knowledge Archived 2008-07-04 at the Wayback Machine , Lulu.com, ISBN   978-1-4303-0230-8.
  7. M. A. Chatti, M. Jarke, D. Frosch-Wilke, The future of e-learning: a shift to knowledge networking and social software, International Journal of Knowledge and Learning, Vol. 3, No. 4. (2007)
  8. Cross, J. (2003) ‘Informal learning – the other 80%’, Internet Time Group.
  9. Cross, J. (2005) ‘Educating ourselves at emerging’, Internet Time Blog.
  10. Naeve, A. (2005) ‘The human semantic web – shifting from knowledge push to knowledge pull’, International Journal of Semantic Web and Information Systems (IJSWIS), Vol. 1, No. 3, pp. 1–30.