Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers / Edition 1

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers / Edition 1

by Karl M. Kapp
     
 

ISBN-10: 0787986542

ISBN-13: 9780787986544

Pub. Date: 04/20/2007

Publisher: Wiley

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

Overview

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.

Product Details

ISBN-13:
9780787986544
Publisher:
Wiley
Publication date:
04/20/2007
Series:
Pfeiffer Essential Resources for Training and HR Professionals Series
Edition description:
New Edition
Pages:
448
Product dimensions:
7.32(w) x 9.35(h) x 1.44(d)

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.

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