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

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9780787986544: Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers

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.

"Sinopsis" puede pertenecer a otra edición de este libro.

From the Inside Flap:

As the members of the baby boomer generation retire, scientists, CEOs, nuclear technicians, doctors, senior trainers, and other highly skilled individuals are taking with them all of their expertise. Simultaneously, a new generation of employee (dubbed "gamers") is entering the workforce with a different focus and learning style. For the first time, our workplace will experience the invasive influence of video games, Internet surfing, blogging, and podcasting.

Gadgets, Games, and Gizmos for Learning 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 will be an invaluable resource.

Author Karl Kapp includes a list of techniques for re-casting existing training and computer systems into tools that will bridge the gap between the boomers and the gamers. The book reveals the new methods that are being used successfully in a variety of settings such as the entertainment, game, and electronics industries. Gadgets, Games, and Gizmos for Learning offers valuable 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.

From the Back Cover:

Praise for Gadgets, Games, and Gizmos for Learning

"The big contribution of Gadgets, Games, and Gizmos for Learning to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the range of technologies, tools, and methodologies required to combat it."
—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 students."
—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 electronic gadgets."
—Donald A. Deiesco, president and CEO, EduNeering, Inc.

"Sobre este título" puede pertenecer a otra edición de este libro.

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Kapp, Karl M.
Editorial: Pfeiffer (2007)
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Descripción Pfeiffer, 2007. Hardcover. Estado de conservación: New. Nº de ref. de la librería P110787986542

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Descripción Hardcover. Estado de conservación: BRAND NEW. NEW Book in Mint Condition -- Great DEAL !! Fast Shipping -- Friendly Customer Service -- Buy with Confidence!. Nº de ref. de la librería RP0787986542BN

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Karl M. Kapp
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Descripción John Wiley and Sons. Estado de conservación: New. Brand New. Nº de ref. de la librería 0787986542

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Karl M. Kapp
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Descripción Pfeiffer, 2007. Hardcover. Estado de conservación: New. book. Nº de ref. de la librería 0787986542

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Descripción Pfeiffer, 2007. Hardcover. Estado de conservación: New. 1. Nº de ref. de la librería DADAX0787986542

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Descripción Pfeiffer. Hardcover. Estado de conservación: New. 0787986542 New Condition. Nº de ref. de la librería NEW6.0434213

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Karl M. Kapp
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Descripción John Wiley and#38; Sons, 2007. HRD. Estado de conservación: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Nº de ref. de la librería FW-9780787986544

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Karl M. Kapp
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Descripción John Wiley Sons Inc, United States, 2007. Hardback. Estado de conservación: New. 1. Auflage. Language: English . Brand New Book. 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. Nº de ref. de la librería AAH9780787986544

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9.

Karl M. Kapp
Editorial: John Wiley Sons Inc, United States (2007)
ISBN 10: 0787986542 ISBN 13: 9780787986544
Nuevos Tapa dura Primera edición Cantidad: 1
Librería
The Book Depository
(London, Reino Unido)
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[?]

Descripción John Wiley Sons Inc, United States, 2007. Hardback. Estado de conservación: New. 1. Auflage. Language: English . Brand New Book. 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. Nº de ref. de la librería AAH9780787986544

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Karl M. Kapp
Editorial: John Wiley & Sons Inc
ISBN 10: 0787986542 ISBN 13: 9780787986544
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THE SAINT BOOKSTORE
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Descripción John Wiley & Sons Inc. Hardback. Estado de conservación: new. BRAND NEW, Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-how from Boomers to Gamers, Karl M. Kapp, 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. Nº de ref. de la librería B9780787986544

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