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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers

Gadgets, Games and Gizmos for Learning Tools and Techniques for Transferring Know-How from Boomers to Gamers

  • Author:
  • Publisher: Pfeiffer
  • ISBN: 9780787986544
  • Published In: April 2007
  • Format: Hardback , 448 pages
  • Jurisdiction: International ? Disclaimer:
    Countri(es) stated herein are used as reference only
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  • Description 
  • Contents 
  • Author 
  • Details

    Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

    Reviews

    "The big contribution of Gadgets, Games, and Gizmos for Learning to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the range of technologies, tools, and methodologies required to combat it."
    —Mark Oehlert, learning strategy architect, Booz Allen Hamilton

    "Kapp does an excellent job describing the neo-millennial student and the ways new and emerging web-tools, video games, simulations, and electronic gadgets need to be used in our modern 'classrooms' to convey knowledge to our techno-savvy students."
    —Gordon Snyder, Jr., executive director, National Center for Telecommunications Technologies, andprofessor of telecommunications, Springfield Technical Community College

    "If you need to recruit, train, or retain the next generation of workers,?Karl Kapp's new book, Gadgets, Games, and Gizmos for Learning, is a must-read strategy guide for working with the upcoming generation of gamers."
    —Kevin Kruse, founder, e-LearningGuru.com, andpresident, AXIOM Professional Health Learning

    "Kapp's book provides insights into an employee population that is not as well understood as the baby boomer generation. This is an essential read if you support, train, or manage the gamer generation. I will definitely share it with my team."
    —Steve Sitek, director, learning and organizational development, Bristol-Myers Squibb

    "As few others can, Kapp takes us on a delightful and amusing journey into the exciting future of learning and knowledge transfer—a future shaped by the power of digital games and electronic gadgets."
    —Donald A. Deiesco, president and CEO, EduNeering, Inc.

  • List of Figures and Tables.

    Foreword, by John Beck.

    Preface.

    Acknowledgments.

    Chapter 1 Crossing the Chasm.

    Where Is Everybody Going?

    Traits of Boomers.

    Defining a Gamer: Four Levels.

    Traits of Gamers.

    The Chasm.

    Building the Bridge.

    What’s Coming in This Book.

    Chapter 2 It’s in the Game.

    Basic Types of Knowledge.

    Workplace Implications.

    Summary.

    Chapter 3 The Virtual Apprentice.

    Higher-Level Types of Knowledge.

    Workplace Implications.

    Summary.

    Chapter 4 Go, Go Gadget.

    Gadgets Allow Access.

    How Gadgets Will Be Used to Transfer Knowledge.

    Workplace Implications.

    Summary.

    Chapter 5 Cheaters Never Win . . . or Do They?

    To Use a Cheat Code or Not to Use a Cheat Code.

    Rules Were Made to Be Broken.

    Bending the Rules.

    Workplace Implications.

    Summary.

    Chapter 6 Searching for the Ideal Learning Event.

    Learning at Work.

    Embracing Informal Learning.

    Workplace Implications.

    Summary.

    Chapter 7 Replace Education with Automation.

    Innovation Trumps Education.

    Are We There Yet?

    Don’t Educate, Automate.

    Work Flow Learning.

    Workplace Implications.

    Summary.

    Chapter 8 Trust Me; You Don’t Want to Be the Boss.

    Warning: Gamer with Attitude Ahead.

    The Problem with Being the Boss.

    The Problem with Being the Teacher.

    Become a Strategy Guide.

    Create Self-Directed Teams.

    Workplace Implications.

    Summary.

    Chapter 9 And the Winner Is . . . .

    Recruiting Gamers.

    Workplace Implications.

    Summary.

    Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo?

    Tough Sell.

    Diffusion of Innovations.

    Workplace Implications.

    Summary.

    Chapter 11 Getting to the Next Level.

    Knowledge Requirements Planning.

    Workplace Implications.

    Summary.

    Chapter 12 It’s Not "Just a Game."

    It’s a Virtual Black Market.

    Making an Honest “Online” Living.

    Enter the Matrix.

    Crossing the Bridge.

    The Future.

    Epilogue.

    Notes.

    Index.

    About the Author.

     
     
  • Karl M. Kapp is a professor of instructional technology at Bloomsburg University. He was responsible for the development of Bloomsburg's e-Learning Developer Certificate (an online program for instructional designers). He is also assistant director of Bloomsburg's Institute of Interactive Technologies and a highly sought-after speaker and consultant on the topic of convergence of learning and technology. He can be reached at www.karlkapp.com.
     
     

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