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Titlebook: IT Through Experiential Learning; Learn, Deploy and Ad Shreekant W Shiralkar Book 2016 Shreekant W Shiralkar 2016 Gamification.Experiential

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樓主: 是英寸
21#
發(fā)表于 2025-3-25 05:57:19 | 只看該作者
https://doi.org/10.1007/978-1-4842-2421-2Gamification; Experiential Learning; Information Technology; Team Work; Adopting Technology
22#
發(fā)表于 2025-3-25 08:58:42 | 只看該作者
Introduction,pletely new business models, are part of the rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT for survival and competitive advantage. IT is no longer just a back-office function, but a strategic business function as well.
23#
發(fā)表于 2025-3-25 15:12:32 | 只看該作者
Aircraft Manufacturing Game,barriers that are holding back awareness and knowledge. Creating experience around the concept and its application enables unraveling the complexities, raising awareness of its finer aspects and thereby developing a deeper comprehension, thus facilitating movement from mystery to mastery.
24#
發(fā)表于 2025-3-25 17:33:37 | 只看該作者
25#
發(fā)表于 2025-3-25 23:46:03 | 只看該作者
26#
發(fā)表于 2025-3-26 00:44:51 | 只看該作者
27#
發(fā)表于 2025-3-26 04:56:19 | 只看該作者
28#
發(fā)表于 2025-3-26 10:14:31 | 只看該作者
R2R Workshop, before, it is essential that messages be accurately communicated and understood. Communication also influences motivation levels of the employees, as unclear interactions lead to delays and forced repetition, creating confusion and frustration. New ideas and improvements are reduced or lost in miscommunication.
29#
發(fā)表于 2025-3-26 14:56:37 | 只看該作者
Putting It All Together,ate you to apply your learning so far, and I begin by expanding on the brief for four scenarios, then experiment by making changes to the games; finally, we graduate to experiencing the learning gained by designing new games for scenarios.
30#
發(fā)表于 2025-3-26 19:29:16 | 只看該作者
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