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

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, Praise for <i>Gadgets, Games, and Gizmos for Learning</i>
The big contribution of <i>Gadgets, Games, and Gizmos for Learning</i> to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the ran, Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers has a rating of 4 stars
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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, 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 ran, Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
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  • Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
  • Written by author Karl M. Kapp
  • Published by Wiley, John & Sons, Incorporated, April 2007
  • 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 ran
  • 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 "g
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Book Categories

Authors

List of Figures and Tables.

Foreword, by John Beck.

Preface.

Acknowledgments.

Chapter 1 Crossing the Chasm.

Where Is Everybody Going?

Traits of Boomers.

Defining a Gamer: Four Levels.

Traits of Gamers.

The Chasm.

Building the Bridge.

What’s Coming in This Book.

Chapter 2 It’s in the Game.

Basic Types of Knowledge.

Workplace Implications.

Summary.

Chapter 3 The Virtual Apprentice.

Higher-Level Types of Knowledge.

Workplace Implications.

Summary.

Chapter 4 Go, Go Gadget.

Gadgets Allow Access.

How Gadgets Will Be Used to Transfer Knowledge.

Workplace Implications.

Summary.

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.

Workplace Implications.

Summary.

Chapter 6 Searching for the Ideal Learning Event.

Learning at Work.

Embracing Informal Learning.

Workplace Implications.

Summary.

Chapter 7 Replace Education with Automation.

Innovation Trumps Education.

Are We There Yet?

Don’t Educate, Automate.

Work Flow Learning.

Workplace Implications.

Summary.

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.

Workplace Implications.

Summary.

Chapter 9 And the Winner Is . . . .

Recruiting Gamers.

Workplace Implications.

Summary.

Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo?

Tough Sell.

Diffusion of Innovations.

Workplace Implications.

Summary.

Chapter 11 Getting to the Next Level.

Knowledge Requirements Planning.

Workplace Implications.

Summary.

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.

The Future.

Epilogue.

Notes.

Index.

About the Author.


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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, Praise for <i>Gadgets, Games, and Gizmos for Learning</i>
The big contribution of <i>Gadgets, Games, and Gizmos for Learning</i> to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the ran, Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers

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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, Praise for <i>Gadgets, Games, and Gizmos for Learning</i>
The big contribution of <i>Gadgets, Games, and Gizmos for Learning</i> to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the ran, Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers

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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers, Praise for <i>Gadgets, Games, and Gizmos for Learning</i>
The big contribution of <i>Gadgets, Games, and Gizmos for Learning</i> to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the ran, Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers

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