Gadgets, Games and Gizmos for Learning
- 0 %
Der Artikel wird am Ende des Bestellprozesses zum Download zur Verfügung gestellt.

Gadgets, Games and Gizmos for Learning

Tools and Techniques for Transferring Know-How from Boomers to Gamers
 E-Book
Sofort lieferbar | Lieferzeit: Sofort lieferbar I
ISBN-13:
9780787995669
Veröffentl:
2008
Einband:
E-Book
Seiten:
448
Autor:
Karl M. Kapp
eBook Typ:
PDF
eBook Format:
Reflowable E-Book
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

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.
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.
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 theBoss.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, orGizmo?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.

Kunden Rezensionen

Zu diesem Artikel ist noch keine Rezension vorhanden.
Helfen sie anderen Besuchern und verfassen Sie selbst eine Rezension.