PDF Ebook Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, by Karl M. Kapp
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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, by Karl M. Kapp

PDF Ebook Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, by Karl M. Kapp
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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.
- Sales Rank: #769712 in Books
- Brand: Brand: Pfeiffer
- Published on: 2007-04-13
- Original language: English
- Number of items: 1
- Dimensions: 9.60" h x 1.62" w x 7.40" l, 2.55 pounds
- Binding: Hardcover
- 448 pages
- Used Book in Good Condition
Review
"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.
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.
Most helpful customer reviews
2 of 2 people found the following review helpful.
Gaming Culture Meets Learning Culture
By Shawn Rosler
This is not only an informative read, but a fun read (and I never thought I'd say something like that about a 'work' book). Kapp has a playful way of pointing out how gamers' and the gaming generation's pasttimes are not only viable as learning methodology, but superior, in many ways, to previously used practices. Working in the Healthcare IT field (specifically, in EMR Training), the chapter titled "Cheaters Never Win...or Do They?" really put things into perspective. If you redefine the term 'cheat' to include workflows out of the norm (shortcuts, etc.), work becomes more efficient and streamlined and the learner walks away not only learning, but feeling like they might have got one over on 'the system'...everyone wins!
All in all, it's a great way for a gamer/geek (like myself) to finally prove my parents, my wife, and everyone else wrong - I WASN'T WASTING MY TIME ALL THESE YEARS PLAYING THOSE STUPID GAMES!
1 of 1 people found the following review helpful.
A Valuable Resource
By Kenneth Fulford
In his consistently insightful, informative, and often humorous book, Gadgets, Games, and Gizmos for Learning, Karl M. Kapp has crafted a significant conduit of information that may bridge chasms created by misperception, distrust, and disrespect that often exist between the Boomer and the Gamer generations. The author points out that if large numbers of individuals in the gamer generation do not engage in the symbiotic relationship that occurs when the knowledge base is transferred form one generation to the next, we will irrevocably lose one of our most valuable assets.
Inevitably, as increasing numbers of highly skilled Boomers leave the work force, Gamers will be needed to fill the ensuing knowledge gap. Dr. Kapp clearly and systematically presents practical and appropriate, adaptations that schools and organizations must implement to entice Gamers to close the knowledge gap by obtaining the advanced educational credentials needed to fill jobs currently held by well-trained, highly-skilled Boomers. This book is especially valuable for everyone one who has, or will have, contact with gamers, including the gamers themselves.
For example, by reading this book:
Employers will learn that given an adaptive work environment, which accommodates non-traditional working and learning styles, Gamers' may actually be more efficient and productive than their Boomer counterparts.
Primary, secondary, and tertiary educators will learn why a growing number of prominent educators, such as Dr. Kapp, are recognizing that video game play actually improves cognition.
Contrary to what many parents believe, playing video games can promote intellectual stimulation, encourage social interaction, and does not have a positive correlation with violence.
Gamers, most importantly, learn how they can eventually become fiscally self-sufficient by understanding that their video game skills combined with the required educational credentials, may yield high-paying, marketable job skills.
Although this work is factual and well referenced, it is much easier to read and far less erudite then some other books on similar topics. For example, I enjoyed What Video Games Have to Teach Us About... by James Paul Gee, the first time I read it. However, I realized how much I had originally misinterpreted when I reread it. Karl M. Kapp's Gadgets, Games, and Gizmos for Learning would be a valuable resource for anyone seeking an accessible, well-documented reference tool, or simply a fascinating book to read.
Rebekah Fulford
Emmaus, PA
1 of 1 people found the following review helpful.
A Great Instructional Design Resource
By C. Bean
This book is a must-have for instructional designers and other purveyors of e-Learning and Training solutions; for those who see the need and are ready to move beyond the standard teaching tools that we've been using today in preparation for the New Learners ("Gamers" and "Digital Natives").
We've been passing this book around our office. It's inspired some great conversations, both internally and with clients, about the changing nature of the workforce and the ways the training industry will need to adapt. We've gotten some great ideas for our products and programs and are itchy to implement them.
In Chapter 2, Kapp gets practical, providing endless examples of different types of learning games. This would be a great place to start a project-design/brainstorming session.
It's an easy-to-read book, packed with useful information -- even if you "cheat the book" a bit and skim. Kapp includes a ton of real-life examples and case studies, including observations and lessons learned while watching his own children play games.
Highly recommended by this Instructional Designer!
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