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Kapp, Karl M. Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers eBook

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers

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eBook Publisher: John Wiley & Sons
Imprint: Pfeiffer

Format: Adobe Encrypted (DRM)


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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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Title of Business & Economics eBook: Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
Release Date: 09-24-2007
Publisher: Pfeiffer

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Parent title Gadgets, Games and Gizmos for...
Encrypted (DRM) Yes
SKU 9780787995669
File size 14639
Security n/a
Printing Not allowed
Copying Not allowed
Read aloud No
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Devices Samsung Tablet, Apple Ipad & Iphone, Barnes & Noble Nook, Kobo eReader, Aluratek Libre, Iliad, Nokia, Blackberry, Hanlin
NoteExcellent navigation features are available via Adobe such as bookmarks and a quick access table of contents. Text search is easily accessible. An Adobe DRM-protected file is different than a pdf file in that it uses Adobe DRM (Digital Rights Management) technology, which authors and publishers use to protect their content from illegal online distribution and to set certain privileges such as restrictions on copying and printing.

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers


Chapter One

Crossing the Chasm

Sitting alone in a dark and dreary basement is a male creature bathed in a flickering bright light. Occasionally this strange beast emits a sound of defeat, screeching as if its life were ending. At other times, the creature lets out a cry of sheer joy, leaping up and down as if it had just conquered the world.

This is the somewhat skewed image most baby boomers (or boomers) have of someone who plays a lot of video games (Figure 1.1). It is the image of a lonely teenage boy sitting in his parents' basement hours on end and socializing with a game. He thrives on playing in an environment of extreme violence and debauchery. Parents, teachers, and other concerned citizens often mumble or even yell, "Video games rot brains! You'll never grow up to be any- thing if you play video games all day."

Nothing could be further from the truth. A growing body of research has begun to reveal that video and computer games have tremendous educational value. It turns out that many of the traits, habits, beliefs, and actions that teenagers and young adults pick up playing electronic games and working with handheld gadgets will help them as they enter the ever-changing global workforce.

In fact, these very traits will forever alter the makeup of businesses, educational institutions, and government agencies. Boomers will be forced to adjust to the characteristics of the gamers, and gamers will need to learn the rules of the boomers. As this generational transition occurs, it is fraught with the usual strife between the work ethic and beliefs of the incoming generation and the institutions and paramet

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