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