Gadgets, Games and Gizmos for Learning
Tools and Techniques for Transferring Know-How from Boomers to Gamers
(Sprache: Englisch)
Games, Gadgets, and Gizmos for Learning provides a realistic look at how today s hottest consumer technology devices and applications helps organizations win the talent war. The book offers practical and innovative solutions to the impending knowledge and...
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Games, Gadgets, and Gizmos for Learning provides a realistic look at how today s hottest consumer technology devices and applications helps organizations win the talent war. The book offers practical and innovative solutions to the impending knowledge and skills transfer problem between so called ?boomers? and ?gamers.
Klappentext zu „Gadgets, Games and Gizmos for Learning “
Praise for Gadgets, Games, and Gizmos for Learning"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.
Inhaltsverzeichnis zu „Gadgets, Games and Gizmos for Learning “
List of Figures and TablesForeword, 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
Autoren-Porträt von Karl M. Kapp
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.
Bibliographische Angaben
- Autor: Karl M. Kapp
- 2007, 1. Auflage., 448 Seiten, Gebunden, Englisch
- Verlag: Wiley & Sons
- ISBN-10: 0787986542
- ISBN-13: 9780787986544
Sprache:
Englisch
Rezension zu „Gadgets, Games and Gizmos for Learning “
"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.
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