Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
April 2007, Pfeiffer
Foreword, by John Beck.
Chapter 1 Crossing the Chasm.
Where Is Everybody Going?
Traits of Boomers.
Defining a Gamer: Four Levels.
Traits of Gamers.
Building the Bridge.
What’s Coming in This Book.
Chapter 2 It’s in the Game.
Basic Types of Knowledge.
Chapter 3 The Virtual Apprentice.
Higher-Level Types of Knowledge.
Chapter 4 Go, Go Gadget.
Gadgets Allow Access.
How Gadgets Will Be Used to Transfer Knowledge.
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.
Chapter 6 Searching for the Ideal Learning Event.
Learning at Work.
Embracing Informal Learning.
Chapter 7 Replace Education with Automation.
Innovation Trumps Education.
Are We There Yet?
Don’t Educate, Automate.
Work Flow Learning.
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.
Chapter 9 And the Winner Is . . . .
Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo?
Diffusion of Innovations.
Chapter 11 Getting to the Next Level.
Knowledge Requirements Planning.
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.
About the Author.
—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
—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
—Donald A. Deiesco, president and CEO, EduNeering, Inc.
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