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Gadgets, games, and gizmos for learning : tools and techniques for transferring know-how from boomers to gamers

Author: Karl M Kapp
Publisher: San Francisco, CA : Pfeiffer, an imprint of John Wiley, [2007] ©2007
Series: Pfeiffer essential resources for training and HR professionals.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
"Gadgets, Games, and Gizmos for Learning is a 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  Read more...
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Material Type: Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: Karl M Kapp
ISBN: 9780787986544 0787986542
OCLC Number: 77116910
Description: xxvii, 410 pages : illustrations ; 25 cm.
Contents: 1. Crossing the chasm --
2. It's in the game --
3. The virtual apprentice --
4. Go, go gadget --
5. Cheaters never win... or do they? --
6. Searching for the ideal learning event --
7. Replace education with automation --
8. Trust me, you don't want to be the boss --
9. And the winner is... --
10. Please, please can I buy a game, gadget, or gizmo? --
11. Getting to the next level --
12. It's not "just a game"
Series Title: Pfeiffer essential resources for training and HR professionals.
Responsibility: Karl M. Kapp ; foreword by John Beck.
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Abstract:

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  Read more...

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   schema:reviewBody ""Gadgets, Games, and Gizmos for Learning is a 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 will be an invaluable resource." "Gadgets, Gamers, and Gizmos for Learning offers new information on the use of atypical learning and performance support methods such as the use of Flash mobs and cheat codes, video iPods, and even instant messaging and blogging. The book debunks the notion that the "toys" and "bad habits" of gamers have a negative impact on the workplace. Instead, the book describes how these items can actually be used to achieve an advantage by savvy, innovative organizations." "The book also shows how to sell these "radical" concepts to upper management and executives who are typically boomers with a completely different perspective than gamers."--Jacket." ;
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