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How to Design and Deliver Training for the New and Emerging Generations
Susan El-Shamy
ISBN: 978-0-7879-6977-6
Paperback
208 pages
March 2004
US $75.00 add_to_cart.gif
 
CD Contents.

Introduction.

Part ONE: The Different Needs of Younger Learners.

Chapter One: The Boomers and the Generations That Follow.

Chapter Two: Training the Different Generations.

Chapter Three: Pick Up the Pace to Hold Attention.

Chapter Four: Increase Interaction to Engage Learners.

Chapter Five: Link to the Learner to Make It Meaningful.

Chapter Six: Offer Options for Nonlinear Learning.

Chapter Seven: Make It Fun to Keep Them Learning.

Chapter Eight: Rattle Your Training Paradigms.

Part TWO: Games.

Game 1: Sculpt Away.

Game 2: Word Search Mania.

Game 3: One Hundred Ways.

Game 4: A Matter of Definition.

Game 5: A Change of View.

Game 6: Royal Flush.

Game 7: Hunt for Examples.

Game 8: Two-Card Audit.

Game 9: Walk the Talk.

Game 10: Find the Top Ten.

Game 11: The Whole Is Greater.

Game 12: A Stick by Any Other Name.

Game 13: Online Treasure Hunt.

Game 14: Generational Bingo.

Game 15: Q&A Black Jack.

Game 16: Approach and Coach.

Game 17: Ready, Set, Goal.

Game 18: Involve to Solve.

Game 19: Across the Board.

Game 20: Jelly Bean Art.

References.

Appendix: Survey Results.

About the Author.

How to Use the CD-ROM.

 
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Find supplements, online resources, and technology solutions for this title on Wiley's Higher Education Site.