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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)
 
 
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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) [Hardcover]

Karl M. Kapp (Author)
5.0 out of 5 stars  See all reviews (5 customer reviews)

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Book Description

April 13, 2007 0787986542 978-0787986544 1
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.

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Editorial Reviews

Review

"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 range of technologies, tools, and methodologies required to combat it."
—Mark Oehlert, learning strategy architect, Booz Allen Hamilton

"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.

From the Inside Flap

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 "gamers") is entering the workforce with a different focus and learning style. For the first time, our workplace will experience the invasive influence of video games, Internet surfing, blogging, and podcasting.

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.


Product Details

  • Hardcover: 448 pages
  • Publisher: Pfeiffer; 1 edition (April 13, 2007)
  • Language: English
  • ISBN-10: 0787986542
  • ISBN-13: 978-0787986544
  • Product Dimensions: 9.3 x 7.1 x 1.6 inches
  • Shipping Weight: 2.5 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #893,573 in Books (See Top 100 in Books)

More About the Author

Karl M. Kapp, Ed.D., CFPIM, CIRM, is a scholar, writer and expert on the convergence of learning, technology and business operations. His background teaching e-learning classes, knowledge of adult learning theory, and experience training CEOs and front line staff provides him with a unique perspective on organizational learning. His experience with technology companies and high-tech initiatives provides him with insights into the future of technology and learning. He shares those insights and perspectives with students, clients and others through writing, consulting and coaching in the field of organizational learning.

Most recently, his insights and perspectives are shared in his third book, "Gadgets, Games and Gizmos for Learning: Tools for Transferring Know-How from the Boomers to the Gamers" published by Pfeiffer an imprint of Wiley. The book describes the learning methods necessary to transfer knowledge from the boomer generation to the upcoming gamers using tools such as gadgets, games and gizmos. The book's web site is www.gadgetsgamesandgizmos.com.

Karl is currently working on this fourth book co-authored with Tony O'Driscoll which will be published in Fall 2009 by Pfeiffer titled "Learning in 3D" where he and Tony discuss virtual world learning designs.

Karl understands how to create effective learning within organizations. He received his Doctorate of Education in Instructional Design at the University of Pittsburgh in Pittsburgh, PA. He is a full professor of Instructional Technology at Bloomsburg University in Bloomsburg, PA. In Bloomsburg's graduate program, he teaches the capstone course in which students are formed into "companies," write a business plan, receive an e-learning Request for Proposal (RFP), write a 40-page proposal, develop a working prototype, and present their solution to representatives from various learning and e-learning corporations throughout the United States.

As a professor of instructional technology, Karl was instrumental in forming Bloomsburg's on-line E-Learning Developer's Certificate which provides on-line education to instructional designers who want to transition to developing on-line instruction. He has taught online learning courses to students from all over the world. As Assistant Director of Bloomsburg University's acclaimed Institute for Interactive Technologies (IIT), Karl helps government, corporate and non-profit organizations leverage learning technologies to positively impact employee productivity and organizational profitability through the effective use of learning. He provides advice on e-learning design, learning infrastructures and e-learning technologies to such companies and organizations as AstraZeneca, Pennsylvania Department of Public Welfare, Toys R Us, Kaplan-Eduneering, Kellogg's, Sovereign Bank, and Federal Government Agencies.
Karl consults with several learning technology companies and advises Fortune 500 companies on the use of technology for transferring knowledge to their employees. He has been interviewed by such magazines as Training, ASTD's T&D, Software Strategies, Knowledge Management, Distance Learning, and PharmaVoice and by television, and radio programs. He helps organizations to devise strategies around Learning Management Systems, mobile learning solutions, learning through Social Networking, knowledge transfer, immersive learning, instructional design and learning strategy development. In 2007, Karl was named one of the Top 20 Most Influential Training Professionals as voted by TrainingIndustry, Inc.

 

Customer Reviews

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1 of 1 people found the following review helpful:
5.0 out of 5 stars A Great Instructional Design Resource, September 28, 2007
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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!
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Gaming Culture Meets Learning Culture, April 23, 2007
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!
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5.0 out of 5 stars This is an Excellent Book, May 11, 2009
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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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
please can, crossing the chasm, replace education, ideal learning event, knowledge loss rate, boomer knowledge, knowledge requirements planning, gamer generation, blown film extruder, garners need, capture courtesy, cheat codes, flash team, knowledge transfer process, boomer boss, handheld gadgets, knowledge audit, workplace implications, using gadgets, sorting game, casual games, unhappy guests, meaningful assignments
Key Phrases - Capitalized Phrases (CAPs): (learn more)
The Virtual Apprentice, Bloomsburg University, Kristin Longenecker, Second Life, Next Level, Virtual Leader, Cheaters Never Win, United States, World of Warcraft, New York, James Bond, Instant Messenger, Microsoft Corporation, Grand Theft Auto, The Jellyvision Lab, The Sims, Mark Oehlert, Six Sigma, The Legend, Star Trek, Greg Walsh, Clark Aldrich, Super Mario, Madden Football, Generation Xers
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Front Cover | Front Flap | Table of Contents | First Pages | Index | Back Flap | Back Cover | Surprise Me!
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