Remove 2002 Remove 2011 Remove Custom Remove Productivity
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Time flies – just like that we turned 20

Rustici Software

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. Now: eLearning standards and learning technologies have come a long way since 2002, and Rustici has been involved every step of the way. How we work.

SCORM 109
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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.

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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. SumTotal Systems picked up Geolearning at the beginning of 2011. SuccessFactors added LMS provider Plateau to its growing suite of integrated talent management products.

ASTD 48
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Gamification: The Power of Gaming Features in Corporate eLearning

eLearningMind

At the end, users could pour a beer and serve it to a customer. If not, the customer would complain about getting a skunky beer! At the end of the game, users would give the customer a beer, then watch for the customer’s reaction. If the customer smiled—it was a job well done. Finally, don’t overdo it!

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

KnowledgeOne

Customized for the future. 2003 , Livingstone and Stowe, 2007 , Wihak and Hall, 2011 ) have attempted to assess the workers’ perceptions of the usefulness of informal learning or its components. Note that while informal learning can be done alone, many researchers ( Billett, 2002 , Bratton et al.,

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Interview on lms-selection.com

eFront

eFront is being built from a professional team of developers and through a community driven, customer-centric approach. The first version was ready at the middle of 2002 and was used at an EU project. eFront was initially developed and provided exclusively as a commercial product.

LMS 45
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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.