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IT through experiential learninglear...
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Shiralkar, Shreekant W.
IT through experiential learninglearn, deploy and adopt IT through gamification /
Record Type:
Electronic resources : Monograph/item
Title/Author:
IT through experiential learningby Shreekant W Shiralkar.
Reminder of title:
learn, deploy and adopt IT through gamification /
Author:
Shiralkar, Shreekant W.
Published:
Berkeley, CA :Apress :2016.
Description:
xiii, 98 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Information technologyStudy and teaching.
Online resource:
http://dx.doi.org/10.1007/978-1-4842-2421-2
ISBN:
9781484224212$q(electronic bk.)
IT through experiential learninglearn, deploy and adopt IT through gamification /
Shiralkar, Shreekant W.
IT through experiential learning
learn, deploy and adopt IT through gamification /[electronic resource] :by Shreekant W Shiralkar. - Berkeley, CA :Apress :2016. - xiii, 98 p. :ill., digital ;24 cm.
This concise book shows readers how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to their business needs through innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You'll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today.
ISBN: 9781484224212$q(electronic bk.)
Standard No.: 10.1007/978-1-4842-2421-2doiSubjects--Topical Terms:
289818
Information technology
--Study and teaching.
LC Class. No.: T58.5
Dewey Class. No.: 004.071
IT through experiential learninglearn, deploy and adopt IT through gamification /
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learn, deploy and adopt IT through gamification /
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by Shreekant W Shiralkar.
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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.
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Professional and Applied Computing (Springer-12059)
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電子館藏
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1
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000000134512
電子館藏
1圖書
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EB T58.5 S558 2016
一般使用(Normal)
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0
1 records • Pages 1 •
1
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http://dx.doi.org/10.1007/978-1-4842-2421-2
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