Gadgets, Games and Gizmos for Learning

Gadgets, Games and Gizmos for Learning

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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.Since that time, handheld games have morphed into Nintendo Game Boy, Game Boy Advanced, Nintendo DS, and the PlayStation ... It is estimated that non-PC devices that support paid-for electronic games will number over 2.6 billion by 2010.3 These non-PC game ... Nintendo has entered into an agreement with McDonalda#39;s to create wireless zones in its restaurants. ... game into McDonalda#39;s and launch a multiplayer online game while munching on a Big Mac.4 No setup is required.

Title:Gadgets, Games and Gizmos for Learning
Author:Karl M. Kapp
Publisher:John Wiley & Sons - 2007-09-24


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