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Book
Author Kapp, Karl M., 1967-

Title Gadgets, games, and gizmos for learning : tools and techniques for transferring know-how from boomers to gamers / Karl M. Kapp ; foreword by John Beck
Published San Francisco : Jossey-Bass, [2007]
©2007

Copies

Location Call no. Vol. Availability
 MELB  658.3124 Kap/Gga  AVAILABLE
Description xxvii, 410 pages : illustrations ; 24 cm
Contents Ch. 1. Crossing the chasm -- Ch. 2. It's in the game -- Ch. 3. The virtual apprentice -- Ch. 4. Go, go gadget -- Ch. 5. Cheaters never win ... or do they? -- Ch. 6. Searching for the ideal learning event -- Ch. 7. Replace education with automation -- Ch. 8. Trust me; you don't want to be the boss -- Ch. 9. And the winner is ... -- Ch. 10. Please, please can I buy a game, gadget, or gizmo? -- Ch. 11. Getting to the next level -- Ch. 12. It's not "just a game"
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 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."--BOOK JACKET
Bibliography Includes bibliographical references and index
Subject Employees -- Training of -- Technological innovations.
Video gamers as businesspeople.
Knowledge management.
LC no. 2006101889
ISBN 0787986542 (cloth)
9780787986544 (cloth)