学习的小计谋、策略与Gizmos Gadgets, Games and Gizmos for Learning:

学习的小计谋、策略与Gizmos  Gadgets, Games and Gizmos for Learning: - 图书城
作者:
Karl M. Kapp 著
ISBN:
9780787986544 , 0787986542
出版社:
出版日期:
2006-12-1
定价:
452.00
¥395.50元 去当当网购买
内容提要 :
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.
编辑推荐 :
作者简介:
  Karl M. Kapp is a professor of instructional technology at Bloomsburg University. He was responsible for the development of Bloomsburg's e-Learning Developer Certificate (an online program for instructional designers). He is also assistant director of Bloomsburg's Institute of Interactive Technologies and a highly sought-after speaker and consultant on the topic of convergence of learning and technology. He can be reached at www.karlkapp.com.
目录 :
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
Chapter 8 Trust Me; You Don’t Want to Be the Boss
Chapter 9 And the Winner Is
Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo?
Chapter 11 Getting to the Next Level
Chapter 12 It’s Not "Just a Game."
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