Knowledge Management in Digital Change by North, Maier, Haas

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Knowledge Management in Digital Change by North, Maier, Haas is the Knowledge Management in Digital Change: New Findings and Practical Cases book edited by Klaus North, Wiesbaden Business School, RheinMain University of Applied Sciences, Wiesbaden, Germany, Ronald Maier, School of Management, University of Innsbruck, Innsbruck, Austria, and Oliver Haas, Deutsche Gesellschaft für Internationale, Zusammenarbeit (GIZ), Bonn, Germany, and published by Springer International Publishing AG, part of Springer Nature in 2018.

The book is a part of the Progress in IS series.

  • Adaptive learning (environment). Learning activity (or system), where content and its presentation are tailored to the individual needs and preferences of the learner.
  • Augmented intelligence. The concept describes systems that enhance (rather than replace) human capabilities such as creativity and interpretation by integrating knowledge from diverse sources including current state and past experiences and by generating and evaluating hypotheses.
  • Behaviouristic learner model. Black Box learner model, where only the proper response to stimuli is required. Not really outdated, because it may be applied to a variety of informal learning processes.
  • Bitcoin. A worldwide cryptocurrency and digital payment system invented by an unknown programmer, or a group of programmers, under the name Satoshi Nakamoto. It was released as open-source software in 2009.
  • Blockchain. A blockchain—originally block chain—is a continuously growing list of records, called blocks, which are linked and secured using cryptography. Each block contains typically a hash pointer as a link to a previous block, a timestamp and transaction data.
  • Care hacking. Any use of digital technologies, above all, the Web in order to take control of one's own health and use the healthcare system in new and unexpected ways.
  • Cognitive computing. Systems that learn at scale, reason with purpose and interact with humans "naturally".
  • Cognitive learner model. Learner model addressing the internal processes of the learner.
  • Competences. Abilities, commitments, knowledge, and skills that enable a person (or an organization) to act effectively in a job or situation.
  • Computer-based scaffolding. Is technology-based guidance and assistance in order to support learners in achieving their learning goals.
  • Connectivist learner model. Learner model emphasizing the connections among learners as wells as learning items. It is a specialization of the constructivist model.
  • Connectivity. The affordances of digital information and communication technologies, which potentially connect everything creating the possibility of global, real-time communication and data-exchange.
  • Constructivist learner model. Learner model emphasizing the learner‘s task of meaningful extension of his existing knowledge base by constructing ontology extensions.
  • Continuous process improvement. A basic mind-set that aims to increase process stability in small steps. Every step includes the four phases, (1) Plan, (2) Do, (3) Check and (4) Act. Only stable processes can be controlled and lead to high quality products or services.
  • Crowdfunding. Is the practice of funding a project or venture by raising monetary contributions from a large number of people. Crowdfunding is a form of crowdsourcing and of alternative finance.
  • Cyber-physical system (CPS). The term refers to the tight conjoining of and coordination between computational and physical resources.
  • Decentralized autonomous organization (DAO). A DAO, sometimes labelled a decentralized autonomous corporation (DAC), is an organization that is run through rules encoded as computer programs called smart contracts. A DAO's financial transaction record and program rules are maintained on a blockchain.
  • Data driven knowledge discovery. Based on business intelligence methods and clear goals for data analysis, the data driven knowledge discovery enables new opportunities for gaining knowledge by decreasing workload for domain experts.
  • Digital assessment. Is a framework based on information and communication technologies in order to implement different forms of assessment.
  • Digital transformation. The changes associated with the application of digital technology in all aspects of human society.
  • Domain expert. A person who has long experience and proper education in a specific domain. Many of them can be seen as knowledge workers. Domain experts are not necessarily analysis experts, but often they are specific nominated process experts.
  • E-Patients. Patients who use the Internet to become educated, engaged, and empowered with regard to their own health and demand to be accepted as partners in healthcare.
  • Ethereum. Is an open-source, public, blockchain-based distributed computing platform featuring smart contract (scripting) functionality. It provides a decentralized Turing-complete virtual machine, the Ethereum Virtual Machine (EVM), which can execute scripts using an international network of public nodes.
  • Explicit knowledge. Employees' explicit knowledge refers to work-related knowledge that can be translated into formal, systematic language–manuals and guidelines for instance–that is effortlessly accessible and usable.
  • Feedback. Feedback is the possibility to trigger an already finished run again -- to learn based on the first run. The new knowledge can be used for an improved second run. Validation plays a big role in the feedback concept.
  • Fieldworker. Frontline government employees who provide health information and referral services to families in their homes, in the community and at healthcare facilities.
  • Flow. The uncontrollable und unexpected movement of information through digital networks.
  • Intelligent tutoring system. Is a technology-based system simulating human tutors based on artificial intelligence.
  • Kickstarter. Is an American public-benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity.
  • Knowledge. Refers to the tacit or explicit understanding of people about relationships among phenomena. It is embodied in routines for the performance of activities, in organisational structures and processes and in embedded beliefs and behaviour. Knowledge implies an ability to relate inputs to outputs, to observe regularities in information, to codify, explain and ultimately to predict.
  • Knowledge discovery. Once knowledge is created, it exists within a company. Knowledge workers have to manually find the "right" artefacts searching in different data stores. Knowledge is often hard to find and elaborate—especially if it is tacit knowledge.
  • Knowledge graph. A knowledge graphs is a graph-based knowledge representation. Knowledge graphs contain concepts associated via directed and labelled edges.
  • Knowledge management. enables individuals, teams and entire organisations as well as networks, regions and nations to collectively and systematically create, share and apply knowledge to achieve their strategic and operational objectives.
  • Knowledge organization systems. Expression of semantic meaning through classification logic.
  • Knowledge protection. We define knowledge protection as a set of capabilities comprising and enforcing technical, organizational, and legal mechanisms to protect tacit and explicit knowledge necessary to generate or adopt innovations.
  • Knowledge work. is an activity based on cognitive skills that has an intangible result and whose value added relies on information processing and creativity, and consequently on the creation and communication of knowledge.
  • Knowledge worker. is a person who primarily engages in knowledge work. Also called "Creative Class" (Florida) or "white collar", "gold collar" workers.
  • Learning analytics. Collection of technologies to accumulate meta data on the learning process, preferably with from a large number of learners, followed by conclusions on and readjustments of the learning process.
  • Learning goal. Boundary object for integrating emerging ideas and professional endeavours with more mature forms of knowledge.
  • Learning management system. Digital learning environment which facilitates the delivery of learning objects, their presentation to learners and the organisation of learning processes.
  • Learning oriented architecture. Business architecture from the perspective of connecting just in time learning to business demands for evolved organizational competencies.
  • Learning pathway. Sequence of knowledge objects that is traversed by a learner through a learning content store.
  • Localized learning. The organizational learning in which knowledge from outside the company is adapted to the specifics of the company, successfully assimilated and finally successful applied in the organizational context.
  • Mining. To form a distributed timestamp server as a peer-to-peer network, bitcoin uses a proof-of-work system. The work in this system is what is often referred to as bitcoin mining. The signature is discovered rather than provided by knowledge.
  • Networks. Open, flexible, decentralized, collaborative, multipurpose associations of both humans and nonhumans (computers).
  • Ontology. Collection of terms and relations among them, usually from a special field of knowledge (=domain).
  • Participative medicine. Healthcare which encourages and enables patients to help in diagnosis and therapy.
  • Patient community. Online community of e-patients for purposes of support, participating in medical research, sharing knowledge, etc.
  • Proximity. A measure to describe the closeness between two or more partners in relation to a certain characteristic. For example, a high professional proximity between two partners indicates that they have a very similar professional background, that they share similar beliefs and have similar experiences.
  • Quality. The term can be interpreted as product quality/service quality as well as process quality. To reach high quality generally, the most important factor is to define the exact goal. For example: manufacturing high quality products is only possible if a detailed specification is given and the specification includes all necessary parameters and the use case.
  • Quantified self. People who use hardware with sensors, for example smartphones or smartwatches, in order to register their bodily and mental states for purposes of self-improvement, sport, life-style, and healthcare.
  • RDF. The Resource Description Framework provides a graph-based data model to represent semi-structured data on the web. The RDF data model allows for expressing statements or facts in the forms of triples composed of a subject, predicate, and object. A set of triples is denominated an RDF graph.
  • Reddit. Is an American social news aggregation, web content rating, and discussion website. Reddit's registered community members can submit content such as text posts or direct links. Registered users can then vote submissions up or down that determines their position on the page.
  • Satisficing. Human strategy to copy with information overload.
  • Semantic annotation. The manual or automated process of transforming unstructured content (like natural language text) into a structured representation (like linked data). A prominent example is entity linking which links phrases in a text document to the entity in a knowledge graph which the phrase refers to.
  • Shared decision making. Formalized procedure for participative medicine, usually between a doctor and a patient, for the purpose of making consensual decisions about diagnosis and therapy.
  • Slack. Slack is a cloud-based set of team collaboration tools and services, founded by Stewart Butterfield. Slack began as an internal tool used by their company, Tiny Speck, in the development of Glitch, a now defunct online game. The name is an acronym for "Searchable Log of All Conversation and Knowledge".
  • Smart contract. Is a computer protocol intended to facilitate, verify, or enforce the negotiation or performance of a contract. Smart contracts were first proposed by Nick Szabo in 1996.
  • Social connectivity. Patterns of recurring individual's behaviour in terms of availability and responsiveness using technical connectivity, such as (computer) networks, (mobile) devices and (social) applications.
  • Social learning. Generally used to describe different methods of learning, from learning in social networks to collaborative learning. Specially used to describe a certain behaviouristic learner model.
  • SPARQL. The SPARQL Protocol and RDF query language (SPARQL) defines the recommended language to query and manipulate data modelled in RDF. System Closed, functionally determined, and hierarchical form of social order.
  • Tacit knowledge. Employees' tacit knowledge refers to highly personal, work-related knowledge deeply rooted in both action and commitment in specific contexts–experience-based knowhow and skills, for instance–that is difficult to formalize and articulate.
  • Tacit knowledge externalization. This process refers to employees' mechanisms -- storytelling and collaboration, for instance -- for articulating their tacit knowledge into explicit concepts usable and understandable for the organization with the chief target to increase an organisation's success.
  • Transparency. Knowledge about where information comes from, what it is good for and what can be done with it.
  • Ubiquitous product (UP). A product with property of being ubiquitous, not subjected to a time frame for consumption or space constraint for delivery and production means that the interval between production and consumption is reduced to zero in any setting.
  • Ubiquity. The quality of being present everywhere or in many places, especially simultaneously.
  • Virtual currency. Virtual currency, also known as virtual money, is a type of unregulated, digital money, which is issued and usually controlled by its developers, and used and accepted among the members of a specific virtual community.