"The big contribution of Gadgets, Games, and Gizmos for Learning to 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.
Foreword, by John Beck.
Chapter 1 Crossing the Chasm.
Where Is Everybody Going?
Traits of Boomers.
Defining a Gamer: Four Levels.
Traits of Gamers.
Building the Bridge.
What s Coming in This Book.
Chapter 2 It s in the Game.
Basic Types of Knowledge.
Chapter 3 The Virtual Apprentice.
Higher–Level Types of Knowledge.
Chapter 4 Go, Go Gadget.
Gadgets Allow Access.
How Gadgets Will Be Used to Transfer Knowledge.
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.
Chapter 6 Searching for the Ideal Learning Event.
Learning at Work.
Embracing Informal Learning.
Chapter 7 Replace Education with Automation.
Innovation Trumps Education.
Are We There Yet?
Don t Educate, Automate.
Work Flow Learning.
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.
Chapter 9 And the Winner Is . . . .
Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo?
Diffusion of Innovations.
Chapter 11 Getting to the Next Level.
Knowledge Requirements Planning.
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.
About the Author.