IT through experiential learning : learn, deploy and adopt IT through gamification /: learn, deploy and adopt IT through gamification. (2016)
- Record Type:
- Book
- Title:
- IT through experiential learning : learn, deploy and adopt IT through gamification /: learn, deploy and adopt IT through gamification. (2016)
- Main Title:
- IT through experiential learning : learn, deploy and adopt IT through gamification
- Further Information:
- Note: Shreekant W Shiralkar.
- Authors:
- Shiralkar, Shreekant
- 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; OutcomesAt 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. … (more)
- Publisher Details:
- United States : Apress
- Publication Date:
- 2016
- Copyright Date:
- 2016
- Extent:
- 1 online resource (xiii, 98 pages), illustrations (some color)
- Subjects:
- 004.071
004
Computer science
Information technology -- Study and teaching
Experiential learning
COMPUTERS -- Computer Literacy
COMPUTERS -- Computer Science
COMPUTERS -- Data Processing
COMPUTERS -- Hardware -- General
COMPUTERS -- Information Technology
COMPUTERS -- Machine Theory
COMPUTERS -- Reference
Experiential learning
Information technology -- Study and teaching
Computers -- Information Technology
Public administration
Information retrieval
Systems analysis & design
Computer games—Programming
Information systems
Computer network architectures
Computers -- Programming -- Games
Games development & programming
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781484224212
1484224213
1484224205
9781484224205 - Related ISBNs:
- 9781484224205
- Notes:
- Note: Online resource; title from PDF title page (SpringerLink, viewed December 8, 2016).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.353547
- Ingest File:
- 01_312.xml