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IT Through Experiential Learning = L...
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Shiralkar, Shreekant W.
IT Through Experiential Learning = Learn, Deploy and Adopt IT through Gamification /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
IT Through Experiential Learning/ by Shreekant W Shiralkar.
其他題名:
Learn, Deploy and Adopt IT through Gamification /
作者:
Shiralkar, Shreekant W.
面頁冊數:
XIII, 98 p. 60 illus., 58 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Computer games—Programming. -
電子資源:
https://doi.org/10.1007/978-1-4842-2421-2
ISBN:
9781484224212
IT Through Experiential Learning = Learn, 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. - 1st ed. 2016. - XIII, 98 p. 60 illus., 58 illus. in color.online resource.
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
Standard No.: 10.1007/978-1-4842-2421-2doiSubjects--Topical Terms:
1256819
Computer games—Programming.
LC Class. No.: QA76.76.C672
Dewey Class. No.: 794.815
IT Through Experiential Learning = Learn, Deploy and Adopt IT through Gamification /
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