Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals) Review

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals)
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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals) ReviewThis book is a must-have for instructional designers and other purveyors of e-Learning and Training solutions; for those who see the need and are ready to move beyond the standard teaching tools that we've been using today in preparation for the New Learners ("Gamers" and "Digital Natives").
We've been passing this book around our office. It's inspired some great conversations, both internally and with clients, about the changing nature of the workforce and the ways the training industry will need to adapt. We've gotten some great ideas for our products and programs and are itchy to implement them.
In Chapter 2, Kapp gets practical, providing endless examples of different types of learning games. This would be a great place to start a project-design/brainstorming session.
It's an easy-to-read book, packed with useful information -- even if you "cheat the book" a bit and skim. Kapp includes a ton of real-life examples and case studies, including observations and lessons learned while watching his own children play games.
Highly recommended by this Instructional Designer!
Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals) OverviewGadgets, 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.

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Fun with Grammar: Communicative Activities for the Azar Grammar Series, Teacher's Resource Book Review

Fun with Grammar: Communicative Activities for the Azar Grammar Series, Teacher's Resource Book
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Fun with Grammar: Communicative Activities for the Azar Grammar Series, Teacher's Resource Book ReviewThis book is well organized according to the grammar point being taught, so it is easy to find a bunch of activities for what you're trying to teach. I actually "taught" a class using basically this book (Grammar Through Speaking and Listening). Most of the games are usable and easy to understand with copyable handouts. It is well worth the price.
And in case you didn't know, you can find this entire book of games and activites (and other class-activity materials) on the website AzarGrammar.com! But nothing beats having the real thing :-)Fun with Grammar: Communicative Activities for the Azar Grammar Series, Teacher's Resource Book OverviewFun with Grammar is an exciting teacher's resource book that adds a whole new dimension of fun to grammar classes! More than 200 communicative, interactive, task-based games, can be used in the classroom to make learning grammar fun. These activity ideas -- contributed by grammar and ESL teachers -- are all classroom-tested, student approved, and complete with step-by-step instructions. All activities are keyed to the three levels of the Azar Grammar Series, by Better Schrampfer Azar -- Red for Beginning, Black for Intermediate, Blue for Advanced -- and have time allocations so teachers can choose those that fit their class needs.

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