Thursday, May 23, 2019
Tuesday, August 7, 2018
Sunday, June 24, 2018
Probationer to Professional in a day !!
Another milestone reached in propagating message about Game based approach.
In a short program, participants were introduced to the concept and got initiated as probationer for designing games. Participants were then enabled with facilitation skills for successful execution of the approach. By mid-course, participants had become proficient to facilitate learning from games for their situations and contexts.
Second half of the workshop elevated level of learning and focused on understanding the impact of context & debrief as wrappers as also influence of each element in the game.
By culmination of the program, participants were professionals and celebrated designing new games for new situations.
It was indeed a delightful experience to apply the approach to train the trainers and up-skill them within 1 day to be able to design games for situations and apply it for rapid learning or dealing with skill disruption in today's world.
Monday, April 10, 2017
Tech-Talk @ Technovate 2017
Friday, 7th April, 2017 gave me the opportunity to bring into practice, what I love...., "Doing it differently".
An invitation to deliver a Tech-talk at Technovate, an event hosted by one of the premier Technical Institutes in India, presented opportunity to initiate young minds, to my Game based approach premised on Experiential Learning. With activities ranging from technical quizzes and competitions to cultural activities, students had their minds buzzing. However, I imagine, least they expected, what awaited them in my session.

Application of a Game Based Approach, prescribed in the book titled “IT Through Experiential Learning” for facilitating knowledge development and skill building, was explained as the core objective of the session.
Flow of Tech-talk was conceived, to blend; A gradual involvement of audience, from volunteers to each one in the audience, with, Initiating to the Game based approach, to experience its outcome.
Flow of Tech-talk was conceived, to blend; A gradual involvement of audience, from volunteers to each one in the audience, with, Initiating to the Game based approach, to experience its outcome.
With a view to align content to the event theme and audience, I requested students from Institute to partner planning and execution. A group of enthusiastic students reciprocated by forming a cohesive team and helped me craft session content with variety and sequence, especially to keep audience engaged throughout. The session was aptly christened “Games-4-Brains” and engaged over a 100 participants for 2 hours.
Audience was introduced to the approach through a game, that helps learn critical importance of communication and co-ordination, on the lines of an activity explained in chapter 8 of my book.
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In the the concluding part, an Acronym based quiz engaged, each individual in the audience, in a "group learning process" and raised their collective knowledge on the Digital Transformation Initiatives & Infrastructure in India, aside from awareness on technical concepts like ZigBee and RFID.
Positive feedback from a majority of the participants, endorsed success of the session.
in retrospect, I feel satisfied to have introduced young minds to a different paradigm of learning. Their feedback and comments, give me confidence that they now look at the Game Based Approach and it's relevance to Higher Education in a fresh perspective.
Sunday, March 26, 2017
Session : Relevance of Experiential Learning
I was invited
to deliver a session titled Relevance of Experiential Learning for
Higher Education of 21st Century,as part of the Faculty
Development Program at an Engineering College.
With an objective to enable participants experience the difference between conventional and the experiential mode, and help them conclude on the relevance
and impact of experiential learning. I adopted following process;
- At the start of the session, a research paper on critical success factors [CSF] for project implementation was distributed to few of the participants.
- Rest of the participants were engaged in the Blindfold Game described in Chapter # 4 of the book [http://www.apress.com/in/book/9781484224205] and game was contextualized for identifying critical success factors for project implementation. The learning by participants of the game were summarized at the end of the game.
- At the conclusion, the learning on the CSF for Project Implementation gained by reading the Research paper was compared with the learning of the CSF for Project Implementation from the Blindfold game.
The
outcome are a telling tale and most satisfying outcome from the session.
Friday, December 23, 2016
Journey of an idea into book
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Power of Experiential Learning |
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Game based approach |
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The Journey |
As time went by, the idea
of the book started taking shape from mere thoughts into scribbles, leading
eventually to shaping the table of content and chapters. The process picked up
momentum as the publishing commenced and the focus shifted to articulation and
presentation of the idea into a form that readers will comprehend and apply.
The core theme of the book
revolves around application of experiential learning through games. The book
shows readers how experiential learning can be used to overcome the challenges
posed in applying, adopting, and delivering IT to their business needs through
innovative, game-based approach with detailed explanations and suggestions. The
content is crafted to be easy to understand and aided by illustrations and
sample artifacts. The book also provides guidance to expand, experiment with,
and bring variations to applying the approach. It is my hope that the book will
become an indispensable resource for academia and management professionals
engaged in IT.
I am excited to publish
this book, and I hope you will enjoy reading it and experience the
effectiveness of experiential learning by applying the approach detailed in the
book.
May this book become one of
your most valued resources.
[Source ➽Above content is reproduced from the book]
To know more click on any of the following social channels
Lead at a rapid pace by enabling everyone with technology thru #games in book - #it_thru_el,#experientialLearning 4 #informationtechnology🎓 pic.twitter.com/0UnXUM6iEH— IT_THRU_EL (@IT_THRU_EL) January 21, 2017
A video posted by IT thru Experiential Learning (@it_thru_el) on
Monday, April 1, 2013
Leverage Experiential Learning for Quality in Higher Education
Watching movie “Transformers” with my 9 yr old son amazed me
to find his knowledge about the historical context of characters in the movie,
their technical details to very finer level. This level of knowledge and
understanding was similar to my niece aged 7 years, about the Barbie doll and both
these phenomenon were reminiscent of my school friend, who barely recollected
the title of the poetry in Hindi literature class but had awesome accuracy in
reciting each and every dialogue from film Sholay along with details on tone
and sequence. All these phenomenon have a common thread;
- ·Each represents a very high degree of retention of knowledge due to an emotional engagement with the subject.
- Learning on the subject either thru discussions with friends or deep belief in the subject, and
- The learning was not facilitated thru any conventional method like lectures or reading.
Around 1999, I attended a leadership development program
which leveraged the experiential learning method by including team based games
to create experiences. I had my eureka moment when I learnt few essential
leadership aspects at amazing speed and without any external instructions or
aid and incidentally these were same aspects that I read books, attended
lectures and watched others performing for years, however couldn’t learn as
much, as on that day and my eureka moment was to experience the power of
experiential learning.
It is important to mention that experiential learning method
makes learning memorable - in comparison to traditional education the retention
rates associated with Experiential Learning are considerably high. The average
retention rates for experiential learning solutions are high, in the 80-90%
area.
Traditional
learning tends to encompass the top 2 elements of the pyramid - lecture and
reading - and as mentioned earlier, the longer-term retention rates of
traditional learning (typically lecture and reading based) fall into the 5-10%
retention category.
Lastly I like to mention that theories relating to the
success of experiential learning are not new, in 1984 a professor of learning
David Kolb published a ground breaking book called ‘Experiential Learning -
experience as the source of learning and development’ and highlighted that
adults learn best through discovery and experience.
I have been advocating and practicing experiential learning
on many occasions and situations, be it for bringing about rapid cultural
change within organization, rapid adoption of new technology or more recently
to facilitate learning for students or managers within organizations on ERP and
continue to remain impressed with the outcomes of the experiential learning
method. In view of growing concern on the quality of talent produced by
education system in India, I am keen to initiate experiential method within
higher education layer intending to produce authentic professionals having
deeper understanding of the subject.
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