People-focused knowledge management



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People.Focused.Knowledge.Management.

Aircraft Simulators allow pilots to learn to handle a wide variety
of challenges. Repeated exposure to both routine and unex-
pected situations lets pilots internalize — and to some extent
automatize — mental models for how to handle the diversity of
situations. For pilots the tacit automaticity is important since
many demanding flight events happen quickly and cannot be
handled consciously. In addition, handling events noncon-
sciously and automatically reduces the mental burden on con-
scious working memory, which may be needed for other
purposes during problem events.
Apprenticing, Learning on the Job, and Shadowing have been
well established aids over the centuries to help people build com-
petence for specific jobs. However, the notion that the resulting
competence rests on libraries of mental models has not been
understood until recently. By being part of the daily and varied
operations over long periods of time and by being able to
absorb, internalize, explore, and perform work themselves, they
build extensive and directly applicable mental models. However,
they may only be prepared to deal with business-as-usual, since
their experience mostly relates to past and present practices. At
times, people who learn on the job will mainly build knowledge
of “that is the way it is” and have limited understanding of the
underlying mechanisms making them vulnerable when con-
fronted with novel challenges.
One aspect of learning on the job involves a coach who 
shows an apprentice how to perform a task and then lets the
apprentice perform the same task himself. In this process, the
apprentice internalizes the procedure as an operational mental
model, often tacitly.
e-Learning has become an important tool for education. It is
available anywhere, anytime, and at relatively low cost. When
the e-based material is complemented with human coaching,
retention is reported to be very good. e-learning systems are
effective tools for building mental models when they include
case stories, topic-focused games, and simulations. In addition,
these systems also need to provide basic supporting knowledge
elements such as concepts, principles, methods, and facts.
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People-Focused Knowledge Management
When teaching with stories, simulations, or games, it is important
that recipients have sufficient background and prior knowledge to
categorize the particulars and significance that are communicated.
For example, in business simulations, before a person can benefit
from a realistic scenario that asks her to operate a company in a com-
petitive environment, she needs to possess rudimentary understand-
ing of accounting, taxation, marketing, and so on. The better her
knowledge of the details of business, the more she will benefit from
the simulation. A large number of detailed general business processes,
principles, and facts can be taught with stories, games, and simula-
tions. Examples include balance sheets, taxation considerations,
accounting procedures, production management, personnel manage-
ment, customer relations, and logistics, just to name a few. Stories
can also be used to teach highly specific tasks such as maintenance
and diagnostics of specialized equipment.
The importance of a business simulation game compared to 
storytelling lies in the learner’s opportunity to participate actively in
an evolving situation over a period of time — often days (Oliva 2003).
Learners need to internalize how to assess situations, project impli-
cations, and see the results from the actions they select. Stories, on
the other hand, impart descriptions to relatively passive audiences
who may, or may not, grasp the importance of the points of the story.
Stories also provide relatively short exposures compared to the longer
duration and deeper engagement of the simulation games. However,
stories provide many advantages. They are low cost; they are quick
and can facilitate exposure to many different conditions and scenar-
ios; and they can be made very interesting and, therefore, can be quite
memorable. Simulations and stories are still less effective than the
many options for learning on the job, but they provide greater oppor-
tunities for exposures to many different contexts and varieties of 
situations.
Notes
1. A fundamental assumption of cognitive science has been that the
mind/brain is a “computational device” (Wilson & Keil 1999, p. 527).
Many of the basic perspectives used in this and my earlier books were
initially motivated by Dean Wooldridge in his 1963 book The Machin-

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