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IT Through Experiential Learning -  Shreekant W Shiralkar

IT Through Experiential Learning (eBook)

Learn, Deploy and Adopt IT through Gamification
eBook Download: PDF
2016 | 1st ed.
XIII, 98 Seiten
Apress (Verlag)
978-1-4842-2421-2 (ISBN)
Systemvoraussetzungen
29,99 inkl. MwSt
(CHF 29,30)
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This concise book shows readers how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to their business needs through innovative, game-based approach.

Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You'll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios.

Make IT Through Experiential Learning one of your valued resources today.

What You'll Learn:

  • Innovative and proven IT-related application scenarios
  • Generic management and leadership skill development 
  • Guidance for applying the learning methods for generating extraordinary results over conventional methods

Who This Book Is For:

IT professionals, higher education students, and those engaged in training and organizational development.




Senior management professional with experience on leading and managing business functions as well as technology consulting. 

Presently consolidating Analytic practice, for Tata Consultancy Services Ltd..
Expertise in establishing, expanding and diversifying businesses for fortune 500 firms.  Mentored authors, published best seller books & white papers on technology. 
Have patents for innovation on technology & service delivery.


This concise book shows you how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to your business needs through an innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You'll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today.What You'll Learn:Innovative and proven IT-related application scenariosGeneric management and leadership skill development Guidance for applying the learning methods for generating extraordinary results over conventional methodsWho This Book Is For:IT professionals, higher education students, and those engaged in training and organizational development.

Senior management professional with experience on leading and managing business functions as well as technology consulting. Presently consolidating Analytic practice, for Tata Consultancy Services Ltd..Expertise in establishing, expanding and diversifying businesses for fortune 500 firms.  Mentored authors, published best seller books & white papers on technology. Have patents for innovation on technology & service delivery.

Chapter 1: Introduction. - Chapter 2: Aircraft Game. - Chapter 3: Bidding Game. - Chapter 4: Blindfold Game. - Chapter 5: Arrangement Game. - Chapter 6: Treasure Hunt. - Chapter 7: R2R Workshop. - Chapter 8: Summary 

Erscheint lt. Verlag 18.11.2016
Zusatzinfo XIII, 98 p. 60 illus., 58 illus. in color.
Verlagsort Berkeley
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Datenbanken
Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Theorie / Studium
Mathematik / Informatik Mathematik Finanz- / Wirtschaftsmathematik
Sozialwissenschaften Politik / Verwaltung Staat / Verwaltung
Wirtschaft Betriebswirtschaft / Management Marketing / Vertrieb
Schlagworte Adopting Technology • Experiential Learning • Gamification • Information Technology • Team work
ISBN-10 1-4842-2421-3 / 1484224213
ISBN-13 978-1-4842-2421-2 / 9781484224212
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