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Shreekant W Shiralkar - IT Through Experiential Learning

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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. Youll 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.

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Learning Learn Deploy and Adopt IT through Gamification Shreekant W - photo 1
Learning Learn Deploy and Adopt IT through Gamification Shreekant W - photo 2

Learning

Learn, Deploy and Adopt IT through Gamification

Picture 3

Shreekant W Shiralkar

IT through Experiential Learning

Shreekant W Shiralkar

Mumbai, Maharashtra

India

ISBN-13 (pbk): 978-1-4842-2420-5 ISBN-13 (electronic): 978-1-4842-2421-2 DOI 10.1007/978-1-4842-2421-2

Library of Congress Control Number: 2016959190

Copyright 2016 by Shreekant W Shiralkar

This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.

Managing Director: Welmoed Spahr

Lead Editor: Celestin Suresh John

Technical Reviewer: Rakesh Mishra

Editorial Board: Steve Anglin, Pramila Balan, Laura Berendson, Aaron Black, Louise Corrigan, Jonathan Gennick, Robert Hutchinson, Celestin Suresh John, Nikhil Karkal, James Markham, Susan McDermott, Matthew Moodie, Natalie Pao, Gwenan Spearing

Coordinating Editor: Prachi Mehta

Copy Editor: Brendan Frost

Compositor: SPi Global

Indexer: SPi Global

Artist: SPi Global

Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com , or visit www.springeronline.com . Apress Media, LLC is a

California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

For information on translations, please e-mail rights@apress.com , or visit www.apress.com .

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales . Any source code or other supplementary materials referenced by the author in this text are available to readers at www.apress.com . For detailed information about how to locate your books source code,

go to www.apress.com/source-code/ . Readers can also access source code at SpringerLink in the

Supplementary Material section for each chapter.

Printed on acid-free paper

About the Author - photo 4

About the Author .............................................................................. ix

Acknowledgments ............................................................................ xi

Preface ........................................................................................... xiii

Chapter 1: Introduction .................................................................. 1

Chapter 2: Aircraft Manufacturing Game ....................................... 7

Chapter 3: Bidding Game .............................................................. 17

Chapter 4: Blindfold Game ............................................................ 27

Chapter 5: Arrangement Game ..................................................... 41

Chapter 6: Treasure Hunt .............................................................. 51

Chapter 7: R2R Workshop ............................................................. 69

Chapter 8: Putting It All Together ................................................. 83

Index ................................................................................................ 97

About the Author - photo 5

About the Author .............................................................................. ix

Acknowledgments ............................................................................ xi

Preface ........................................................................................... xiii

Chapter 1: Introduction .................................................................. 1

Experiential Learning .............................................................................. 1

Experiential Learning in the IT World....................................................... 3

What to Expect..................................................................................... 4

Summary ................................................................................................. 5

Chapter 2: Aircraft Manufacturing Game ....................................... 7

Context: Understanding Impact and Bene ts of ERP ............................... 7

Aircraft Manufacturing Company Game ................................................ 10

Activity .................................................................................................................... 10

Required Materials ................................................................................................. 13

Execution ................................................................................................................ 14

Debrief .................................................................................................................... 14

Bene t Assessment ............................................................................... 16

Chapter 3: Bidding Game .............................................................. 17

Context: Collaborative Learning and Collective

Understanding of ERP............................................................................ 17

Bidding Game Design ............................................................................ 19

Preparation/Planning .............................................................................................. 20

Recommended Rules .............................................................................................. 21

CONTENTS

Execution ................................................................................................................ 21

Conclusion .............................................................................................................. 22

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