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 ? I'm also willing to bet you'd be a happier customer (kind of like the Litmos customers who flock to the Litmos Dojo for online training to learn as much as possible about their LMS). . Selling your customers on every feature.

Kineo Product Knowledge E-Learning Webinar

Learning Visions

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. For example there have been over 60 new versions of the Blackberry since its launch in 2002, that’s one every 5 weeks. Making it engaging: Delivering ‘just the facts’ about the product isn’t enough to increase sales.

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How to Deliver Group Coaching To Pull Your Product Out of Your Audience Instead of Pushing Product on Them with StartupBros Entrepreneur Will Mitchell

LifterLMS

Learn how to deliver group coaching to pull your product out of your audience instead of pushing product on them with StartupBros entrepreneur Will Mitchell in this LMScast hosted by Chris Badgett of LifterLMS. Many online course creators build their product before they build out their audience. Another great way to decide what product you should develop is to ask people, “Which of these three products would you like to see first?”

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. For example there have been over 60 new versions of the Blackberry since its launch in 2002, that’s one every 5 weeks.

Agile Microlearning Explained

transformations lead to new solutions, advanced ideas, and increased productivity and profit. OttoLearn allows the trainer to provide custom. Bruning, 2001; Narciss & Huth, 2004; Shute, 2006), 7 Mayer & Moreno, 2002; Phye & Bender, 1989 8 Anderson et al., COGNITIVE SCIENCE BEHIND OTTOLEARN v1.1

BLP Wins 2016 Horizon Awards for Knowledge Guru ‘Drive’ and Custom Mobile Learning Solution

Knowledge Guru

The prestigious competition has received over 10,000 entries from over 40 countries since its inception in 2002. Learners complete a short confidence assessment, then receive customized daily mini-games that teach topics such as features and benefits, how to compare competitors and objection handling. They must identify the correct customer type, learn about relevant products and ask the right questions to help the customer.

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. . If a salesperson has taken all the training associated with a new product line, and passed every quiz with flying colors, they might earn a badge. Salespeople are notoriously tough.

Sales 52

DiscoverLink Delivers Instant-access Training with Launch of Mobile App

discoverlink

Customers reported the Mobile App will be an important technology to have, as it allows learners to use mobile devices for training more easily. Founded in 2002, DiscoverLink has delivered e-learning solutions for more than 350 restaurant brands, including many of the industry’s leading chains, leveraging the 25+ years of e-learning experience of its founders. News ProductsFOR IMMEDIATE RELEASE. DiscoverLink Delivers Instant-access Training with Launch of Mobile App.

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.

DiscoverLink Adds Tin Can to Mobile App Beta Program

discoverlink

Founded in 2002, DiscoverLink has delivered e-learning solutions for more than 350 restaurant brands, including many of the industry’s leading chains, leveraging the 25+ years of e-learning experience of its founders. DiscoverLink partners with its clients to develop solutions that combine its library of more than 100 restaurant-specific training courses, with custom-developed courses and a learning management system optimized for the restaurant industry. News Products

Ventilator Training Alliance App Recognized for Medical Innovation

Allego

The IT World Awards honor achievements in every facet of the information technology industry including organizational performance, product and service innovations, hot technologies, executives and management teams, and customer satisfaction.

Learning Pool Announced as Finalist in the 2020 Stevie® Awards

Learning Pool

Learning Pool, the leading full-service elearning provider, is delighted to announce that it has been chosen as a finalist for the Customer Service Success Award in the 14th annual Sales and Customer Services program at the 2020 Stevie® Awards. Created in 2002, the Stevie Awards is the world’s premier business awards, honoring and generating public recognition of the achievements and positive contributions of organizations and working professionals worldwide.

MIKE RUSTICI – CRYSTAL BALLING WITH LEARNNOVATORS

Learnnovators

ABOUT MIKE RUSTICI (President, Rustici Software): In 2002, Mike Rustici founded Rustici Software to help Learning Management Systems and e-learning content creators work well with each other using the SCORM standard. It comprises stimulating discussions with industry experts and product evangelists, on emerging trends in the learning landscape.

ADL 100

THE 70:20:10 MODEL – TODAY, TOMORROW & BEYOND

Learnnovators

From 2002 until the end of 2008, Charles was the Chief Learning Officer for Reuters and Thomson Reuters where he had responsibility for developing the global learning and performance strategy and leading the learning organisation for the firm’s 55,000 workforce. It comprises stimulating discussions with industry experts and product evangelists on emerging trends in the learning landscape.

The Ultimate eLearning Resources Guide (2020 Update)

LearnUpon

From selecting an LMS to establishing your employee, partner, and customer learning tactics, our goal is to help you every step of the way. . Around since 2002, Learning Solutions Magazine is one of the most trusted eLearning resources out there today. A blog about organization and productivity is a perfect read for eLearning professionals trying to juggle everything. How To Create A Productivity Tracker To Reach Your Goals This Year.

Learning Pool Announced as Finalist in the 2020 Stevie® Awards

HT2 Labs

Learning Pool, the leading full-service elearning provider, is delighted to announce that it has been chosen as a finalist for the Customer Service Success Award in the 14th annual Sales and Customer Services program at the 2020 Stevie® Awards. Created in 2002, the Stevie Awards is the world’s premier business awards, honoring and generating public recognition of the achievements and positive contributions of organizations and working professionals worldwide.

Gamification is Increasing Learner Engagement

Your Training Edge

Though, the term gamification was first coined in 2002, it has actually been there for around 40 years, with a number of organizations already applying the features in their work, taken from video games. According to the description of one of the MOOCs named Werbach, businesses are adopting gamification in areas like human resource, marketing, training, sustainability, productivity enhancement, innovation, customer engagement and health and wellness.

Gamification of Learning in eLearning

Educraft.tech - Technology meets Education

Thus the 'addictive' element of games will be combined with a productive experience (Giokas, 2018). Studies have concluded that even the simplest learning game increases the motivation and interest of students, resulting in an improvement in assimilation of knowledge that eventually results in higher performance (Griffiths, 2002; Vivrou, Katsionis & Manos, 2005; Groff, Howells & Cranmer, 2010). Everything is custom-made based on the unique requirements of Greek students.

Keeping eLearning standards grounded in the rapidly-changing world of web browsers

Rustici Software

That’s why we’re here: we’re committed to innovating our products and building solutions as web environments change to make sure eLearning technologies work well together from implementation to launch and tracking. As more modernized browser requirements get pushed into production, legacy-based functions can be removed or deprecated affecting how courses are launched and even tracked back to your learning management system (LMS). .

5 things that are happening right now in elearning

eFront

In 2002, I provided adaptive learning to my learners but it was via a Flash course built by a custom development shop, not by an actual authoring tool. For the most part they offer the same capabilities (yes, they all offer a different feature or two), but only one vendor includes SCORM as part of their product. By Craig Weiss, elearning industry analyst and E-Learning 24/7 blogger.

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. Also this year: Gamification platform, BigDoor , is founded and starts providing gamified customer-loyalty solutions. Last week we took you back to a strange time.

Meet 50 Northwestern alumni behind some of Chicago’s top startups

mLevel

In 2002, Jordan Dolin co-founded Chicago-based Emmi, a company that provides tech-based solutions to drive superior patient engagement. Digital Intent provides digital businesses with a suite of services to help scale, including product strategy, UI/UX, development, and user acquisition. Grant Gochnauer — one of the company’s four co-founders — graduated from Northwestern with a BA in Computer Information Systems in 2002. He currently serves as VP of Products.

The Real Truth about ROI – the Learning Performance Model

Learning Wire

Business goals relate to a firm’s performance, and include for example profit, productivity, quality, innovation or customer satisfaction. Organizational outcomes: productivity, quality, innovation. More specifically, they can increase customer satisfaction, profit, market growth, productivity and innovation. in terms of decreased turnover rates or higher productivity) and hence contributes to the achievement of business goals (e.g. 2002; Saks, 2006).

BLP Wins Four Horizon Interactive Awards for Mobile, Game-Based Solutions

Bottom-Line Performance

The prestigious competition has received over 10,000 entries from over 40 countries since its inception in 2002. They must identify the correct customer type, learn about relevant products and ask the right questions to help the customer. TE is continually looking for creative ways to equip our sales team and distributors to serve our customers,” said Maria Cannon, Vice President of channel marketing at TE. “TE’s

Designing Technology for the Workforce vs. HR

Degreed

First, there were custom-built solutions (the first business application developed was Payroll). Before joining Leapgen, Jim gained experience as a vendor (Workday – Services Strategy and Product Management), an industry analyst (Gartner and Forrester/Giga), and a consultant (Accenture). Jim has spent his entire career working with customers to strategize, select, implement, support, and optimize their usage of enterprise applications.

2019 Talented Learning Awards: Continuing Education Systems

Talented Learning

For these reasons, a complete continuing education solution usually requires multiple elements: A high-quality public “branded” website; Integrated systems for content management, customer relationship management, event management and membership management; Tools for marketing automation, social networking, secure ecommerce, product fulfillment, analytics and more. Current and/or former customers and employees must endorse the winners.

What to Expect in a Channel Partner LMS

Talented Learning

Keep in mind that sales partners have the freedom to be fickle – especially if they represent products from multiple companies. Hello, 2002? For example, some systems can leverage data from a channel rep’s website path behavior, document downloads, tradeshow attendance, product purchases, contract status and much more. In addition, it provides access to powerful tangible incentives such as gift cards, special products and cash rewards for the winners.

Our approach to gamification

Ed App

1981: American Airlines launched the first frequent flier program that encouraged customer loyalty by offering monetary rewards for customers. . 2002: The term “gamification” first appeared when Nick Pelling coined the word. We offer diverse, premade gaming templates for you to customize. You may also be interested in the Personal Productivity course from EdApp’s free content library! Humans have been playing games for a long, long time. .

Big data, what’s with all the big buzz?

Learning Wire

All those companies have been able to adapt to the context of an ever-innovating market by reacting and predicting customer and staff behavior and creating competitive internal and external policies. Increasing Productivity. Back in 2002, Target was one of the first organization to hire a data analyst. This productivity increase reflected on their revenue, which increased from 44 billion to 67 billion dollars in a matter of years. “Big Data”.

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. Customers in real life are seldom that forgiving.). Gamified learning has been in the public eye for a while now.

The History and Direction of Gamification

Your Training Edge

It wasn’t until 2002 that another element of gamification came into play and that was in the form of ‘serious games’. Since then a whole host of other companies have launched competing products revolving around a gamification-like platform and other systems. Let’s not forget that gamification also takes on other forms such as customer loyalty programs, advertising and business-related gaming. A look back in the history books….

The importance of continuous learning in elearning content

Plume - e-learning & learning management systems

Engagement and retention are key to ensuring the completion of your course, which in turn leads to satisfaction, increased customer lifetime value, positive reviews and more sales – particularly within the case of commercial trainers (for principles surrounding continuous learning and employee training see below). 2002). Dating back as early as 470 BC, the desire for knowledge has been recognised as one of the most important virtues in life.

Beyond the Lab

CLO Magazine

These factors create additional challenges for practitioners in finding and using relevant research to improve their products and services. DAU carries out that mission in three ways: providing relevant workforce training; developing tools and best practices to support the workforce in delivering quality products; and supporting continued development of the workforce and organizational components (in DAU’s case the DoD’s acquisition program offices) through consulting and other services.

5 Shifts to Move to Mega-Deal Thinking & Catch Whales: Overcoming Small-Deal Syndrome (Summit Replay)

Sales Hacker

Firstly, it was with a customer that we already had. But, this customer, I just got this customer. The customer was very, very unhappy, the customer was considering alternative providers. What had happened was, we had gone through an acquisition of a product that the customer was using, and during that acquisition what many times what happens is many people in the acquired company tend to leave and go do something else.

Survey: 37 Percent of Employers Require Thanksgiving Shifts

CLO Magazine

Reports of Thanksgiving work shifts consistently exceeded 40 percent from the mid-1990s through the early 2000s, reaching 48 percent in 2000 and 47 percent in 2002. Hospitals, retailers and customer service centers might be fully staffed on Thanksgiving, but other work requirements appear aimed at ensuring a minimum level of security, safety or maintenance.