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学习的小计谋、策略与Gizmos Gadgets, Games and Gizmos for Learning:

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学习的小计谋、策略与Gizmos  Gadgets, Games and Gizmos for Learning:  点此进入淘宝搜索页搜索
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  分类: 图书,进口原版书,经管与理财 Business & Investing ,

作者: Karl M. Kapp著

出 版 社: John Wiley & Sons

出版时间: 2006-12-1字数:版次: 1页数: 408印刷时间: 2006/12/01开本:印次:纸张: 胶版纸I S B N : 9780787986544包装: 精装编辑推荐

作者简介:

Karl M. Kapp is a professor of instructional technology at Bloomsburg University. He was responsible for the development of Bloomsburg's e-Learning Developer Certificate (an online program for instructional designers). He is also assistant director of Bloomsburg's Institute of Interactive Technologies and a highly sought-after speaker and consultant on the topic of convergence of learning and technology. He can be reached at www.karlkapp.com.

内容简介

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.

目录

List of Figures and Tables

Foreword, by John Beck

Preface

Acknowledgments

Chapter 1 Crossing the Chasm

Where Is Everybody Going?

Traits of Boomers

Defining a Gamer: Four Levels

Traits of Gamers

The Chasm

Building the Bridge

What’s Coming in This Book

Chapter 2 It’s in the Game

Basic Types of Knowledge

Workplace Implications

Summary

Chapter 3 The Virtual Apprentice

Higher-Level Types of Knowledge

Workplace Implications

Summary

Chapter 4 Go, Go Gadget

Gadgets Allow Access

How Gadgets Will Be Used to Transfer Knowledge

Workplace Implications

Summary

Chapter 5 Cheaters Never Win or Do They?

To Use a Cheat Code or Not to Use a Cheat Code

Rules Were Made to Be Broken

Bending the Rules

Workplace Implications

Summary

Chapter 6 Searching for the Ideal Learning Event

Learning at Work

Embracing Informal Learning

Workplace Implications

Summary

Chapter 7 Replace Education with Automation

Chapter 8 Trust Me; You Don’t Want to Be the Boss

Chapter 9 And the Winner Is

Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo?

Chapter 11 Getting to the Next Level

Chapter 12 It’s Not "Just a Game."

 
 
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