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02235nam a22003975i 4500 |
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978-1-4842-2421-2 |
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161118s2016 xxu| s |||| 0|eng d |
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|a 9781484224212
|9 978-1-4842-2421-2
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|a 10.1007/978-1-4842-2421-2
|2 doi
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|d GrThAP
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|a Shiralkar, Shreekant W.
|e author.
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|a IT Through Experiential Learning
|h [electronic resource] :
|b Learn, Deploy and Adopt IT through Gamification /
|c by Shreekant W Shiralkar.
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|a Berkeley, CA :
|b Apress :
|b Imprint: Apress,
|c 2016.
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300 |
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|a XIII, 98 p. 60 illus., 58 illus. in color.
|b online resource.
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|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.
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|a Computer science.
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|a Architecture, Computer.
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|a Application software.
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|a Computer Science.
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|a Game Development.
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|a Computer Appl. in Administrative Data Processing.
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650 |
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|a Information Systems Applications (incl. Internet).
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650 |
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|a Computer System Implementation.
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710 |
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|a SpringerLink (Online service)
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|t Springer eBooks
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|i Printed edition:
|z 9781484224205
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|u http://dx.doi.org/10.1007/978-1-4842-2421-2
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-CWD
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950 |
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|a Professional and Applied Computing (Springer-12059)
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