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 cha
IT Through Experiential Learning: Learn, Deploy and Adopt IT Through Gamification
β Scribed by Shiralkar, Shreekant W
- Publisher
- Apress
- Year
- 2016;2017
- Tongue
- English
- Leaves
- 108
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
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.
MakeIT ThroughExperiential Learningone 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.
β¦ Table of Contents
Contents at a Glance......Page 4
Contents......Page 5
About the Author......Page 9
Acknowledgments......Page 10
Preface......Page 12
Experiential Learning......Page 13
Experiential Learning in the IT World......Page 15
What to Expect . . .......Page 16
Summary......Page 17
Context: Understanding Impact and Benefits of ERP......Page 18
Activity......Page 21
Required Materials......Page 24
Debrief......Page 25
Benefit Assessment......Page 27
Context: Collaborative Learning and Collective Understanding of ERP......Page 28
Bidding Game Design......Page 30
Preparation/Planning......Page 31
Execution......Page 32
Sample Artifacts......Page 33
Sample Question Cards: ERP......Page 34
Sample Question Cards: Big Data......Page 35
Benefit Assessment......Page 37
Context: Understanding Essential Elements for Successful Teamwork......Page 38
Activity......Page 39
Preparation......Page 44
Activity......Page 45
Conclusion......Page 48
Sample: Summary Observations......Page 50
Benefit Assessment......Page 51
Context: Understanding Impact of Competing Constraints in Teamwork......Page 52
Arrangement Game......Page 53
Execution......Page 56
Activity......Page 57
Debrief......Page 58
Benefit Assessment......Page 61
Context: Rapid Adoption of New Technology......Page 62
Virtual Treasure Hunt......Page 63
Activity Preparation......Page 67
Materials and Resources:......Page 68
Sample Wireframe for Treasure Hunt......Page 70
Preactivity Awareness Campaign......Page 75
Closure......Page 78
Benefit Assessment......Page 79
Context: Understanding Impact of Communication on Service Delivery......Page 80
Preparation......Page 83
Execution......Page 84
Conclusion......Page 86
Outcomes Based on Previous Workshops......Page 87
Sample Artifacts......Page 88
Benefit Assessment......Page 92
Expand......Page 93
Scenario 1: Understanding Impact of Perception......Page 94
Scenario 2: Collaborative ReadingβDeveloping Collective Interpretation of Abstract Concept......Page 98
Scenario 3: TeamworkβUnderstanding Elements for Better Coordination......Page 99
Scenario 4: Impact of Visibility and Transparency......Page 101
Modify Games for New Situations/Contexts......Page 102
Experience......Page 103
Summary......Page 106
Index......Page 107
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