- What are they? What's the purpose of developing such system?
- You've collected enough notes and they constitute body of knowledge (BoK) on specific topic.
- BoK is still not actionable.
- There are at least several KCS that I know.
Working creatively on a specific project might bring better outcomes and lead to something actionable.
What is knowledge?
In order to understand what is KCS we need to learn what is knowledge in the first place. And ancient Greek is a good place to start, I think maybe the best. So philosophers of that age frequently asked questions: what does it mean to know or not to know something. To what extent I know? Aiming to the core of how much do I know currently? How did I get this knowledge? And does it have a limit?
Looking at these propositions, the following concepts of types of knowledge are born:
- Factive, we only know what has happened to us and what we have seen with our own eyes.
- Procedural, actions that we know how to perform, e.g., juggle or swim in the pool.
- Acquainted, what we've learned through experience or senses.
- Propositional or theoretical, the most interesting to us.
- The statements of propositional knowledge are all the same, and in such sentences "that-clause" plays the main role. Humanity knows that Earth rotates around the sun. Every child believes that Santa brings presents only to well-behaved children.
- This kind of knowledge travels across disciplines and involves lots of scientific research.
- Experience from such knowledge could be put in two categories.
- A priori, our perception before.
- A postpriori, our understanding after.
So what is it to know something? Knowledge is usually born from a belief into something. And to know is the ability to explain our beliefs using logic, sound arguments and evidence. Any belief to become a true knowledge needs to have a factual and sound ground under itself that is supported by reasoning and facts that could be checked. So the concept of knowledge lies somewhere between a belief and truth. It is also much smaller than both of them.
- Sylvester T. Designing Games: A Guide to Engineering Experiences / T. Sylvester, 1st edition-е., Sebastopol, CA: O’Reilly Media, 2013. 416 c.
Collaborative knowledge accumulation