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

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."