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· 분류 : 외국도서 > 경제경영 > 훈련
· ISBN : 9780787986544
· 쪽수 : 448쪽
· 출판일 : 2007-04-13
목차
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.
Innovation Trumps Education.
Are We There Yet?
Don’t Educate, Automate.
Work Flow Learning.
Workplace Implications.
Summary.
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.
Workplace Implications.
Summary.
Chapter 9 And the Winner Is . . . .
Recruiting Gamers.
Workplace Implications.
Summary.
Chapter 10 Please, Please Can I Buy a Game, Gadget, or Gizmo?
Tough Sell.
Diffusion of Innovations.
Workplace Implications.
Summary.
Chapter 11 Getting to the Next Level.
Knowledge Requirements Planning.
Workplace Implications.
Summary.
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.
The Future.
Epilogue.
Notes.
Index.
About the Author.














