Pfeiffer.com
United States Change Location My Account Shopping Cart Help Contact Us
Training Packages & Assessments Professional Development Books Activities, Games & Exercises
Home > Professional Development Books > Training & Development > Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
ISBN: 978-0-7879-8654-4
Hardcover
448 pages
April 2007
US $60.00 Add to Cart

This price is valid for United States. Change location to view local pricing and availability.

Description
Table of Contents
Read Excerpt: Chapter (PDF)
Read Excerpt: Table of Contents (PDF)
Read Excerpt: Index (PDF)
Author Information
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.

Innovation Trumps Education.

Are We There Yet?

Don’t Educate, Automate.

Work Flow Learning.

Workplace Implications.

Summary.

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

Warning: Gamer with Attitude Ahead.

The Problem with Being the Boss.

The Problem with Being the Teacher.

Become a Strategy Guide.

Create Self-Directed Teams.

Workplace Implications.

Summary.

Chapter 9 And the Winner Is . . . .

Recruiting Gamers.

Workplace Implications.

Summary.

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

Tough Sell.

Diffusion of Innovations.

Workplace Implications.

Summary.

Chapter 11 Getting to the Next Level.

Knowledge Requirements Planning.

Workplace Implications.

Summary.

Chapter 12 It’s Not "Just a Game."

It’s a Virtual Black Market.

Making an Honest “Online” Living.

Enter the Matrix.

Crossing the Bridge.

The Future.

Epilogue.

Notes.

Index.

About the Author.

BUY BOTH AND SAVE 20%!
Buy Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (List Price = US $60.00)

with Job Aids and Performance Support: Moving From Knowledge in the Classroom to Knowledge Everywhere (List Price = US $60.00)

Total List Price: US $120.00
Discounted Price: US $96.00
Save: US $24.00
Add BOTH to Cart

Cannot be combined with any other offers. Learn more.
Evaluation Copy
Of Related Interest:
Other Titles by This Author:

Other Training & Development Titles:



 
Please read our Privacy Policy.