IT Through Experiential Learning

Learn, Deploy and Adopt IT through Gamification

  • Shreekant W Shiralkar

Table of contents

  1. Front Matter
    Pages i-xiii
  2. Shreekant W Shiralkar
    Pages 1-5
  3. Shreekant W Shiralkar
    Pages 7-16
  4. Shreekant W Shiralkar
    Pages 17-26
  5. Shreekant W Shiralkar
    Pages 27-40
  6. Shreekant W Shiralkar
    Pages 41-50
  7. Shreekant W Shiralkar
    Pages 51-68
  8. Shreekant W Shiralkar
    Pages 69-81
  9. Shreekant W Shiralkar
    Pages 83-96
  10. Back Matter
    Pages 97-98

About this book


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.


Gamification Experiential Learning Information Technology Team Work Adopting Technology

Authors and affiliations

  • Shreekant W Shiralkar
    • 1
  1. 1.MumbaiIndia

Bibliographic information