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    Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-how from Boomers to Gamers (Hardback) By (author) Karl M. Kapp

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    DescriptionGadgets, 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.


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  • Full bibliographic data for Gadgets, Games and Gizmos for Learning

    Title
    Gadgets, Games and Gizmos for Learning
    Subtitle
    Tools and Techniques for Transferring Know-how from Boomers to Gamers
    Authors and contributors
    By (author) Karl M. Kapp
    Physical properties
    Format: Hardback
    Number of pages: 448
    Width: 185 mm
    Height: 240 mm
    Thickness: 38 mm
    Weight: 1,180 g
    Language
    English
    ISBN
    ISBN 13: 9780787986544
    ISBN 10: 0787986542
    Classifications

    BIC E4L: BUS
    B&T Book Type: NF
    Nielsen BookScan Product Class 3: S4.2
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Subject Development: 20, 10
    LC subject heading:
    BIC subject category V2: KJMV2
    B&T General Subject: 180
    DC22: 658.3
    B&T Modifier: Academic Level: 03
    B&T Merchandise Category: STX
    B&T Modifier: Text Format: 01
    LC subject heading:
    DC22: 658.3/124
    BISAC V2.8: BUS030000, BUS066000
    LC subject heading: ,
    LC classification: HF5549.5.T7 K274 2007
    LC subject heading: ,
    Thema V1.0: KJMV2
    Publisher
    John Wiley & Sons Inc
    Imprint name
    Jossey-Bass Inc.,U.S.
    Publication date
    11 May 2007
    Publication City/Country
    New York
    Author Information
    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.
    Table of contents
    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.