Friday, December 23, 2016

Journey of an idea into book

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Power of Experiential Learning
In my career journey of over 29 years, I witnessed metamorphosis of the back-office EDP (electronic data processing) unit into a core strategic function, now termed the Information Technology (IT) function. During this journey, I moved from business functions to the IT function, contributed to many large-scale IT and organization transformation programs, and recognized the power of experiential learning on their success. 

Game based approach
In early 2015, I was invited as guest faculty to deliver a lecture on “Project Management” to a class of engineering students. For groundwork, I gathered information about the course curriculum and the relevance of guest lecture from a project management practitioner. I chose to focus on key factors for successfully managing projects and engaging students through a game, instead of delivering lectures and talking about the terms and concepts. The session received huge appreciation from students and faculty for its effectiveness in facilitating learning. A colleague who witnessed the session remarked that many important aspects like project management are best learned by experience during actual work rather than curriculum and books. This remark sparked the idea and motivation to fill the void by bringing awareness about experiential learning and its application through games and provide resources for academia and professionals to apply, adopt, and deliver IT.



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]

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