The Resource IT through experiential learning : learn, deploy and adopt IT through gamification, Shreekant W Shiralkar

IT through experiential learning : learn, deploy and adopt IT through gamification, Shreekant W Shiralkar

Label
IT through experiential learning : learn, deploy and adopt IT through gamification
Title
IT through experiential learning
Title remainder
learn, deploy and adopt IT through gamification
Statement of responsibility
Shreekant W Shiralkar
Creator
Author
Subject
Genre
Language
eng
Summary
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
Cataloging source
N$T
http://library.link/vocab/creatorName
Shiralkar, Shreekant
Dewey number
  • 004.071
  • 004
Illustrations
illustrations
Index
index present
LC call number
  • T58.5
  • QA75.5-76.95
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/subjectName
  • Information technology
  • Experiential learning
  • COMPUTERS
  • COMPUTERS
  • COMPUTERS
  • COMPUTERS
  • COMPUTERS
  • COMPUTERS
  • COMPUTERS
  • Experiential learning
  • Information technology
  • Computer Science
  • Game Development
  • Computer Appl. in Administrative Data Processing
  • Information Systems Applications (incl. Internet)
  • Computer System Implementation
  • Public administration
  • Information retrieval
  • Systems analysis & design
  • Games development & programming
Label
IT through experiential learning : learn, deploy and adopt IT through gamification, Shreekant W Shiralkar
Link
https://ezproxy.lib.ou.edu/login?url=http://link.springer.com/10.1007/978-1-4842-2421-2
Instantiates
Publication
Distribution
Copyright
Note
Includes index
Antecedent source
unknown
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • At a Glance; Contents; About the Author; Acknowledgments; Preface; Chapter 1: Introduction; Experiential Learning; Experiential Learning in the IT World; What to Expect . . .; Summary; Chapter 2: Aircraft Manufacturing Game; Context: Understanding Impact and Benefits of ERP; Aircraft Manufacturing Company Game; Activity; Required Materials; Execution; Debrief; Benefit Assessment; Chapter 3: Bidding Game; Context: Collaborative Learning and Collective Understanding of ERP; Bidding Game Design; Preparation/Planning; Recommended Rules; Execution; Conclusion; Sample Artifacts
  • Sample Question Cards: ERPSample Question Cards: Big Data; Benefit Assessment; Chapter 4: Blindfold Game; Context: Understanding Essential Elements for Successful Teamwork; Activity; Process Flow; Preparation; Execution; Preactivity Briefing; Activity; Conclusion; Sample: Summary Observations; Benefit Assessment; Chapter 5: Arrangement Game; Context: Understanding Impact of Competing Constraints in Teamwork; Arrangement Game; Preparation; Rules; Execution; Preactivity Briefing; Activity; Debrief; Benefit Assessment; Chapter 6: Treasure Hunt; Context: Rapid Adoption of New Technology
  • Virtual Treasure HuntActivity Preparation; Materials and Resources:; Sample Wireframe for Treasure Hunt; Execution; Preactivity Awareness Campaign; Closure; Benefit Assessment; Chapter 7: R2R Workshop; Context: Understanding Impact of Communication on Service Delivery; Activity; Preparation; Execution; Conclusion; Outcomes Based on Previous Workshops; Sample Artifacts; Benefit Assessment; Chapter 8: Putting It All Together; Expand; Scenario 1: Understanding Impact of Perception; Scenario 2: Collaborative Reading-Developing Collective Interpretation of Abstract Concept
  • Scenario 3: Teamwork-Understanding Elements for Better CoordinationScenario 4: Impact of Visibility and Transparency; Experiment; Modify Games for New Situations/Contexts; Experience; Summary; Index
Dimensions
unknown
Extent
1 online resource (xiii, 98 pages)
File format
unknown
Form of item
online
Isbn
9781484224205
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
c
Note
SpringerLink
Other control number
10.1007/978-1-4842-2421-2
Other physical details
illustrations (some color)
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
  • (OCoLC)963932284
  • (OCoLC)ocn963932284
Label
IT through experiential learning : learn, deploy and adopt IT through gamification, Shreekant W Shiralkar
Link
https://ezproxy.lib.ou.edu/login?url=http://link.springer.com/10.1007/978-1-4842-2421-2
Publication
Distribution
Copyright
Note
Includes index
Antecedent source
unknown
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • At a Glance; Contents; About the Author; Acknowledgments; Preface; Chapter 1: Introduction; Experiential Learning; Experiential Learning in the IT World; What to Expect . . .; Summary; Chapter 2: Aircraft Manufacturing Game; Context: Understanding Impact and Benefits of ERP; Aircraft Manufacturing Company Game; Activity; Required Materials; Execution; Debrief; Benefit Assessment; Chapter 3: Bidding Game; Context: Collaborative Learning and Collective Understanding of ERP; Bidding Game Design; Preparation/Planning; Recommended Rules; Execution; Conclusion; Sample Artifacts
  • Sample Question Cards: ERPSample Question Cards: Big Data; Benefit Assessment; Chapter 4: Blindfold Game; Context: Understanding Essential Elements for Successful Teamwork; Activity; Process Flow; Preparation; Execution; Preactivity Briefing; Activity; Conclusion; Sample: Summary Observations; Benefit Assessment; Chapter 5: Arrangement Game; Context: Understanding Impact of Competing Constraints in Teamwork; Arrangement Game; Preparation; Rules; Execution; Preactivity Briefing; Activity; Debrief; Benefit Assessment; Chapter 6: Treasure Hunt; Context: Rapid Adoption of New Technology
  • Virtual Treasure HuntActivity Preparation; Materials and Resources:; Sample Wireframe for Treasure Hunt; Execution; Preactivity Awareness Campaign; Closure; Benefit Assessment; Chapter 7: R2R Workshop; Context: Understanding Impact of Communication on Service Delivery; Activity; Preparation; Execution; Conclusion; Outcomes Based on Previous Workshops; Sample Artifacts; Benefit Assessment; Chapter 8: Putting It All Together; Expand; Scenario 1: Understanding Impact of Perception; Scenario 2: Collaborative Reading-Developing Collective Interpretation of Abstract Concept
  • Scenario 3: Teamwork-Understanding Elements for Better CoordinationScenario 4: Impact of Visibility and Transparency; Experiment; Modify Games for New Situations/Contexts; Experience; Summary; Index
Dimensions
unknown
Extent
1 online resource (xiii, 98 pages)
File format
unknown
Form of item
online
Isbn
9781484224205
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
c
Note
SpringerLink
Other control number
10.1007/978-1-4842-2421-2
Other physical details
illustrations (some color)
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
  • (OCoLC)963932284
  • (OCoLC)ocn963932284

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