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Using All the Features: Beating the 80/20 Rule with Customer Training

Litmos

It's an oft-quoted saying in IT: 80 percent of customers only use 20 percent of the features in the software they've bought. How many more would you be using if the company that sold you your phone onboarded you with customer training ? Anticipating calls to customer service with training. The 80:20 rule.

Custom 59
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Best Workplace Blended Learning Providers

Roundtable Learning

At Roundtable Learning, we believe in honesty and transparency when it comes to interacting with our current and potential customers. With 70 offices in 30 countries, GP Strategies provides custom content for C-Suite employees down to the front line. Learning Products. Custom Courseware Development. Year Founded: 2002.

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Cammy Beans Learning Visions: Kineo Product Knowledge E-Learning Webinar

Learning Visions

Monday, July 13, 2009 Kineo Product Knowledge E-Learning Webinar Kineo will be holding a free webinar on creating effective product knowledge e-learning on July 16th, 2009. Product knowledge training creates major challenge for organizations, including: Keeping content up to date: products change rapidly.

Knowledge 100
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and then our tools shape us

Learning with e's

Today''s book recommendation is the fifth in the series: Howard Rheingold (2002) Smart Mobs: The next social revolution. Point your hand-held computer at a restaurant, and find out what the last dozen customers said about the food. For previous reviews start here. Cambridge, MA: Basic Books. Smart Mobs is one of those books.

Tools 83
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The Birth of Gamification (History of Gamification Pt.2)

Growth Engineering

During the latter part of the 20th Century, people were beginning to consider games as a way to increase productivity in the workplace. With the conception of Frequent Flier rewards, the power of game mechanics to engage customers was also realised. 2002 – ‘Gamification’ is born. 2008 – Gamification goes on record.

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Psychology & Technology: 4 Ways to Engage Learners With Gamification

Litmos

The term was coined in 2002 by Nick Pelling , a programmer, but most most people probably became aware of gamification around 2010, when businesses started adding gamification to things like reward systems. It quickly became a buzzword when companies began adding game elements to their products and websites to attract and retain customers.

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Building Online Academy Websites with Professional Marketing and CRM Integration with Daniel Vargas

LifterLMS

The main part of Daniel’s business now is building marketing strategies for customers. And when having an online course, using a CRM is always a good tool to have in place, because a CRM will help you be more organized and be able to be more strategic by using lead magnets and digital offers to capture leads, prospects, and customers.

Website 75