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IT through experiential learning [electronic resource] : learn, deploy and adopt IT through gamification

IT through experiential learning [electronic resource] : learn, deploy and adopt IT through gamification

자료유형
E-Book(소장)
개인저자
Shiralkar, Shreekant W.
서명 / 저자사항
IT through experiential learning [electronic resource] : learn, deploy and adopt IT through gamification / Shreekant W Shiralkar.
발행사항
Berkeley, CA :   Apress,   c2016.  
형태사항
1 online resource (xiii, 98 p.) : ill. (some col.).
ISBN
9781484224212 (e-book) 9781484224205
요약
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.
일반주기
Title from e-Book title page.  
서지주기
Includes bibliographical references and index.
이용가능한 다른형태자료
Issued also as a book.  
일반주제명
Information technology --Study and teaching. Experiential learning.
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008 200212s2016 caua ob 001 0 eng d
020 ▼a 9781484224212 (e-book)
020 ▼a 9781484224205
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082 0 4 ▼a 004.071 ▼2 23
084 ▼a 004.071 ▼2 DDCK
090 ▼a 004.071
100 1 ▼a Shiralkar, Shreekant W.
245 1 0 ▼a IT through experiential learning ▼h [electronic resource] : ▼b learn, deploy and adopt IT through gamification / ▼c Shreekant W Shiralkar.
260 ▼a Berkeley, CA : ▼b Apress, ▼c c2016.
300 ▼a 1 online resource (xiii, 98 p.) : ▼b ill. (some col.).
500 ▼a Title from e-Book title page.
504 ▼a Includes bibliographical references and index.
520 ▼a 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.
530 ▼a Issued also as a book.
538 ▼a Mode of access: World Wide Web.
650 0 ▼a Information technology ▼x Study and teaching.
650 0 ▼a Experiential learning.
856 4 0 ▼u https://oca.korea.ac.kr/link.n2s?url=http://dx.doi.org/10.1007/978-1-4842-2421-2
945 ▼a KLPA
991 ▼a E-Book(소장)

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 중앙도서관/e-Book 컬렉션/ 청구기호 CR 004.071 등록번호 E14019604 도서상태 대출불가(열람가능) 반납예정일 예약 서비스 M

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