A New Book by Karl Kapp

Wiley imprint Pfeiffer has published Gadgets, Games, and Gizmos for Learning by Karl Kapp, who kicks off the second part of a virtual book tour this week. Chapter One is online, and offers a good foretaste of what to expect. I hope to get a copy of the book soon and offer a more thorough review. In the meantime, here is what Dr. Kapp’s first chapter brings to the table for discussion.

First, Dr. Kapp indicates that knowledge is often ephemeral when it is strictly human-based. When certain industries lose key personnel, they often take their human capital with them in the form of unique knowledge that is not recorded. He notes that the older generation is comprised of digital immigrants rather than the younger digital natives, nomenclature popularized by Marc Prensky.

Next, he offers a timeline for levels of gamers, based on their age. Younger gamers are more acclimated to the newest and most complex video games, and expect their games to include social interactions and team work. From there, Dr. Kapp offers a portrait of modern gamers that includes a high percentage of women. He touches on the state of current research in gaming at major universities, and several design considerations. Then he looks at characteristics of gamers, bring in Beck and Wade’s book, Got Game. Terms like competitive, resilient, and confident make significant contributions to this section.

Finally, he ends the chapter by again pointing out the big differences in approach to work, play, and life in general that the younger generation takes in comparison to the older generation. Here’s a key quote:

As a boomer writer for USA Today comments, “My generation didn’t grow up with video games. We don’t care much about them.” While boomers might not care about them, they have certainly influenced an entire generation—a generation that is now entering the workforce, permeating academic classrooms at every level, and butting heads with the boomer managers, bosses, and instructors.

In the next ten years, the biggest issue facing corporations, academic institutions, and government agencies is going to be the transfer of knowledge from the boomers to the gamers. This issue, if not handled correctly, will have an adverse impact on every segment of society. The stakes are high and the issues real.

He sums up this section by pointing out how society, and schools in particular, are shortchanging the younger gaming generation by insisting on arcane approaches to learning. He closes by offering one sentence synopses to upcoming chapters. In brief, the book offers a look at using technology from a modern standpoint rather than a more traditional one.

Dr. Kapp’s book looks to be a welcome addition to the library of quality gaming literature. I look forward to reading the remainder of the chapters.

References
Beck, J. C. & Wade, M. (2004). Got game? How the gamer generation is reshaping business forever. Boston: Harvard University Press.

Kapp, K. (2007). Gadgets, games, and gizmos for learning: Tools and techniques for transferring know-how from boomers to gamers. New York: Pfeiffer.

3 Comments

  • By Karl Kapp, September 21, 2007 @ 7:40 am

    John,
    Thanks for joining the blog book tour. I appreciate your post. I think it is interesting how some “boomers” almost brag about not knowing anything about video games, in fact one manager told me once that games are just a “fad” and that “real learning” will soon be in fashion.

    I think what he fails to recognize is that the kids expectations are far different today than even 10 years ago.

  • By John Rice, September 21, 2007 @ 7:43 am

    Hi Dr. Kapp. Great point. It reminds me how some thought talking movies were a fad, once, too.

    JR

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