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.
Karl M. Kapp
Business & Management Training & Human Resource Development / Performance Improvement Training u. Personalentwicklung / Leistungssteigerung Weiterbildung Wirtschaft u. Management
"The big contribution of Gadgets, Games, and Gizmos forLearning to the field is that it provides direct linkagesbetween the brain drain of the onrushing boomer retirement and therange of technologies, tools, and methodologies required to combatit."
--Mark Oehlert, learning strategy architect, Booz AllenHamilton
"Kapp does an excellent job describing the neo-millennialstudent 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-savvystudents."
--Gordon Snyder, Jr., executive director, National Center forTelecommunications Technologies, andprofessor oftelecommunications, Springfield Technical Community College
"If you need to recruit, train, or retain the next generation ofworkers,?Karl Kapp's new book, Gadgets, Games, and Gizmos forLearning, is a must-read strategy guide for working with theupcoming generation of gamers."
--Kevin Kruse, founder, e-LearningGuru.com, andpresident,AXIOM Professional Health Learning
"Kapp's book provides insights into an employee population thatis not as well understood as the baby boomer generation. This is anessential read if you support, train, or manage the gamergeneration. I will definitely share it with my team."
--Steve Sitek, director, learning and organizationaldevelopment, Bristol-Myers Squibb
"As few others can, Kapp takes us on a delightful and amusingjourney into the exciting future of learning and knowledgetransfer--a future shaped by the power of digital games andelectronic gadgets."
--Donald A. Deiesco, president and CEO, EduNeering, Inc.
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