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9780787986544

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

by
  • ISBN13:

    9780787986544

  • ISBN10:

    0787986542

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2007-04-13
  • Publisher: Pfeiffer

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Supplemental Materials

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Summary

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.

Author Biography

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
Preface
Acknowledgments
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
It's in the Game
Basic Types of Knowledge
Workplace Implications
Summary
The Virtual Apprentice
Higher-Level Types of Knowledge
Workplace Implications
Summary
Go, Go Gadget
Gadgets Allow Access
How Gadgets Will Be Used to Transfer Knowledge
Workplace Implications
Summary
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
Searching for the Ideal Learning Event
Learning at Work
Embracing Informal Learning
Workplace Implications
Summary
Replace Education with Automation
Innovation Trumps Education
Are We There Yet?
Don't Educate, Automate
Work Flow Learning
Workplace Implications
Summary
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
And the Winner Is
Recruiting Gamers
Workplace Implications
Summary
Please, Please Can I Buy a Game, Gadget, or Gizmo?
Tough Sell
Diffusion of Innovations
Workplace Implications
Summary
Getting to the Next Level
Knowledge Requirements Planning
Workplace Implications
Summary
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
Table of Contents provided by Publisher. All Rights Reserved.

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

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