"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.
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.
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Most Helpful Customer Reviews
1 of 1 people found the following review helpful:
5.0 out of 5 stars
A Great Instructional Design Resource,
By
This review is from: 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) (Hardcover)
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!
1 of 1 people found the following review helpful:
5.0 out of 5 stars
Gaming Culture Meets Learning Culture,
By Shawn Rosler (Bloomsburg, PA) - See all my reviews
This review is from: 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) (Hardcover)
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!
5.0 out of 5 stars
This is an Excellent Book,
By jarhead76 "jh76" (New Mexico) - See all my reviews
This review is from: 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) (Hardcover)
This is an excellent and informative book that finally makes it clear that playing games can facilitate the transfer of knowledge. The common misconception was that gamers are lazy, antisocial people that are wasting their lives away. This book helps clear all the misconceptions and bridge the gap between the boomer generation and the gamer generation. Nintendo WII's, XBoxes, Twitter, iPhones, and all of today's gadgets are not going away anytime soon. So we might as well embrace them and use them to their full potential.Dr. Kapp is an excellent writer and speaker with great ideas that are outside the box. If you ever get the chance to attend one of his speaking engagements, I would highly encourage it.
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