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"The big contribution of Gadgets, Games, and Gizmos for Learning on the field is who's provides direct linkages between the brain drain with the onrushing boomer retirement and also the selection of technologies, tools, and methodologies required to combat it."
—Mark Oehlert, learning strategy architect, Booz Allen Hamilton
"Kapp does a fantastic job describing the neo-millennial student as well as the ways new and emerging web-tools, video games, simulations, and electronic gadgets need to become used in our modern 'classrooms' to convey knowledge to the 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 subsequent generation of workers,?Karl Kapp's new book, Gadgets, Games, and Gizmos for Learning, is really a must-read strategy guide for working with all the upcoming generation of gamers."
—Kevin Kruse, founder, e-LearningGuru.com, andpresident, AXIOM Professional Health Learning
"Kapp's book provides insights into a staff member population that just isn't also understood as the child boomer generation. This is an essential read if 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 a delightful and amusing journey in the exciting way forward for learning and knowledge transfer—a future shaped from 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 them all of the expertise. Simultaneously, a fresh generation of employee (dubbed "gamers") is entering the workforce using 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 including using cheat codes, the love of gadgets, the have to play games, and also the desire to become constantly connected may be used as means of moving information in the heads in the boomers on the fingertips and gadgets of the gamers. As organizations commence to think strategically about the simplest way to attract, retain, and train new talent, this book will be an invaluable resource.
Author Karl Kapp carries a list of techniques for re-casting existing training and computer systems into tools that may bridge the space involving the boomers along with the gamers. The book reveals the new methods which are getting used successfully inside a number of settings for example the entertainment, game, and electronics industries. Gadgets, Games, and Gizmos for Learning offers valuable new information around the utilization 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 this "toys" and "bad habits" of gamers have a very negative impact for the workplace. Instead, the book describes how these items can sometimes be accustomed to achieve an edge by savvy, innovative organizations.
The book also shows how you can sell these "radical" concepts to upper management and executives who are typically boomers with a very different perspective than gamers.

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