Remove 2002 Remove 2011 Remove Companies Remove Product
article thumbnail

Time flies – just like that we turned 20

Rustici Software

For a tech company, you could argue that makes us closer to a centenarian, but in our eyes age is just a number. Sure, the fact that the things we decided to build back in 2002 are still relevant today is pretty amazing, but how we tackle 20 year old problems has changed over the years. How we work. Along the way….

SCORM 109
article thumbnail

Why Gamification is a Natural Fit for Sales Training

Litmos

Originally coined in 2002 by programmer Nick Pelling , the term gamification became a buzzword a decade ago when companies began using it for marketing purposes, adding game elements to their products and websites to attract and retain customers. . Gamification isn’t new. Badges indicate mastery.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Niche Is the New Black: ASTD Conference Day 2

CLO Magazine

While I was in Orlando for ASTD’s 2011 International Conference and Expo I had the chance to have dinner with a couple of good friends I haven’t seen in a few years. A T-shirt company serving up quirky and offbeat designs for American fans of European soccer. SumTotal Systems picked up Geolearning at the beginning of 2011.

ASTD 48
article thumbnail

Gamification: The Power of Gaming Features in Corporate eLearning

eLearningMind

Gamification Training Example: Car rental company. Since our client was a car rental company, we decided to create a road trip theme. Example: Healthcare company. The game should translate to the workplace and not distract the learner from productivity. We were tasked with making a compliance course more tolerable.

article thumbnail

[IN DEPTH ANALYSIS] Do your employees know how to learn?

KnowledgeOne

Moreover, the strength of a company rests more than ever on its human capital. Without transforming informal learning into formal learning, and distorting it, both companies and workers would benefit from knowing how to identify it and then putting in place conditions that optimize it. The model company: a learning organization.

article thumbnail

Interview on lms-selection.com

eFront

The first version was ready at the middle of 2002 and was used at an EU project. More companies showed interest on using our platform and a lot of feedback produced. version, selling the platform to big companies in Greece and improving our code standards. From the middle of 2006 we came stronger producing a stable 2.5

LMS 45
article thumbnail

What You Need To Know About Corporate Gamification of Learning

eLearningMind

The term “gamification” was originally coined back in 2002 by a British computer programmer named Nick Pelling. The term hit buzzword fame in 2011 when Gartner (the go to company that assesses and decides whether to invest in specific technologies) officially added it to its “Hype Cycle” list.