Friday, March 9, 2012

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] price


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"The big contribution of Gadgets, Games, and Gizmos for Learning on the field is which it provides direct linkages relating to the brain drain with the onrushing boomer retirement along with the selection of technologies, tools, and methodologies needed to combat it."
—Mark Oehlert, learning strategy architect, Booz Allen Hamilton
"Kapp does a fantastic job describing the neo-millennial student and the ways new and emerging web-tools, video games, simulations, and electronic gadgets need to become used in today's 'classrooms' to convey knowledge to your techno-savvy students."
—Gordon Snyder, Jr., executive director, National Center for Telecommunications Technologies, andprofessor of telecommunications, Springfield Technical Community College

"If you have to recruit, train, or retain the subsequent generation of workers,?Karl Kapp's new book, Gadgets, Games, and Gizmos for Learning, is really a must-read strategy guide for working while using upcoming generation of gamers."
—Kevin Kruse, founder, e-LearningGuru.com, andpresident, AXIOM Professional Health Learning

"Kapp's book provides insights into a worker population that just isn't also understood as the child boomer generation. This is definitely an essential read should you support, train, or manage the gamer generation. I'll definitely share it with my team."
—Steve Sitek, director, learning and organizational development, Bristol-Myers Squibb

"As few others can, Kapp takes us on the delightful and amusing journey to the exciting way ahead for learning and data transfer—a future shaped with the power of digital games and electronic gadgets."
—Donald A. Deiesco, president and CEO, EduNeering, Inc.
As the members of the baby boomer generation retire, scientists, CEOs, nuclear technicians, doctors, senior trainers, and other highly skilled individuals take with every one of them with their expertise. Simultaneously, a fresh 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 surely an innovative book that provides practical and original solutions on the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values including using cheat codes, the passion for gadgets, the have to play games, and also the desire to get constantly connected might be used as strategies to moving information through the heads of the boomers for the fingertips and gadgets of the gamers. As organizations commence to think strategically about the way to attract, retain, and train new talent, this book will likely be an invaluable resource.

Author Karl Kapp features a set of techniques for re-casting existing training and computer systems into tools which will bridge the gap between your boomers as well as the gamers. The book reveals the brand new methods that are being utilized successfully in a selection of settings like the entertainment, game, and electronics industries. Gadgets, Games, and Gizmos for Learning offers valuable new information on the utilization of atypical learning and performance support methods?such because 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 about the workplace. Instead, the book describes how these items can really be utilized to achieve an edge by savvy, innovative organizations.

The book also shows how you can sell these "radical" concepts to upper management and executives that are typically boomers using a totally different perspective than gamers.






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