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| 作者简介: Karl M. Kapp is a professor of instructional technology at Bloomsburg University. He was responsible for the development of Bloomsburg's e-Learning Developer Certificate (an online program for instructional designers). He is also assistant director of Bloomsburg's Institute of Interactive Technologies and a highly sought-after speaker and consultant on the topic of convergence of learning and technology. He can be reached at www.karlkapp.com. |
| 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 Chapter 8 Trust Me; You Don’t Want to Be the Boss Chapter 9 And the Winner Is Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo? Chapter 11 Getting to the Next Level Chapter 12 It’s Not "Just a Game." |
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