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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals)
Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals)
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Author: Karl M. Kapp
Publisher: Pfeiffer
Category: Book

List Price: $55.00
Buy New: $41.77
You Save: $13.23 (24%)
Buy New/Used from $41.77

Avg. Customer Rating: 5.0 out of 5 stars(4 reviews)
Sales Rank: 541153

Media: Hardcover
Number Of Items: 1
Pages: 448
Shipping Weight (lbs): 2.5
Dimensions (in): 9.3 x 7.1 x 1.6

ISBN: 0787986542
Dewey Decimal Number: 658.3124
EAN: 9780787986544
ASIN: 0787986542

Publication Date: April 13, 2007
Availability: Usually ships in 1-2 business days

Editorial Reviews:

Product Description
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.


Customer Reviews:

5 out of 5 stars A Great Instructional Design Resource   September 28, 2007
  1 out of 1 found this review helpful

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!




5 out of 5 stars A Valuable Resource   July 15, 2007
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








5 out of 5 stars Kapp Kaptures Kritical Keys...Its About the Transfer of Knowledge   May 8, 2007
  1 out of 1 found this review helpful

So there are a lot of book about games out now but I think I would class Dr. Kapp's work in with the likes of John Beck and Mitchell Wade's "Got Game" in that it focuses on ways that we could use game, gadgets and gizmos to accomplish some important business goals.

This book provides a thread common to all the "G's" mentioned in the title...that these devices/experiences represent not generational disconnects but channels and conduits that can allow us to address the huge brain suck that is coming soon as the baby-boomer generation heads to retirement.

I think this book nicely walks the thin line between academic coverage and pragmatic usefulness and comes away with a good bit of both. I found the book to be engaging, accessible and in a crucial test...useful.



5 out of 5 stars Gaming Culture Meets Learning Culture   April 23, 2007
  1 out of 1 found this review helpful

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!



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