Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers
"The big contribution ofGadgets, Games, and Gizmos for Learningto the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the range of technologies, tools, and methodologies required to combat it."—Mark Oehlert, learning strategy architect, Booz Allen Hamilton"Kapp does an excellent job describing the neo-millennial student and the ways new and emerging web-tools, video games, simulations, and electronic gadgets need to be used in our modern 'classrooms' to convey knowledge to our 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 next generation of workers,?Karl Kapp's new book,Gadgets, Games, and Gizmos for Learning, is a must-read strategy guide for working with the upcoming generation of gamers."—Kevin Kruse, founder, e-LearningGuru.com, andpresident, AXIOM Professional Health Learning"Kapp's book provides insights into an employee population that is not as well understood as the baby boomer generation. This is an essential read if you support, train, or manage the gamer generation. I will 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 into the exciting future of learning and knowledge transfer—a future shaped by the power of digital games and electronic gadgets."—Donald A. Deiesco, president and CEO, EduNeering, Inc.