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 ? 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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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. They must identify the correct customer type, learn about relevant products and ask the right questions to help the customer.

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.,

Is It (now) Ok To Be a ‘Spiky’ Leader?

Babblewire

If, however, it drains you of the will to live, it will be counter-productive to your success in the long run. Employee performance up 36% (Corporate Leadership Council, 2002). Customer Loyalty up by 44% (Harter et al., 2002). Productivity up by 38% (Harter and Schmidt, 2002). Uncategorized leadership employee engagement employee performance customer loyalty productivity wellbeing

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. News ProductsFOR IMMEDIATE RELEASE. DiscoverLink Delivers Instant-access Training with Launch of Mobile App.

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.

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. News ProductsFOR IMMEDIATE RELEASE.

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.

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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.

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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.

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.

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 of Learning in eLearning

Educraft.tech - Technology meets Education

Thus the 'addictive' element of games will be combined with a productive experience (Giokas, 2018). Everything is custom-made based on the unique requirements of Greek students. Taking this into account, QLS offers its students a new, fully customized and unique learning approach.

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.

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.

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.

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. 2002; Saks, 2006). 2002) and thereby improving its financial performance.

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.

2019 Talented Learning Awards: Continuing Education Systems

Talented Learning

For example, customers often seek expertise in strategic marketing, curriculum and instructional design, online and mobile content development, video production and event management, as well as integration, administration and end-user support.

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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? In addition, it provides access to powerful tangible incentives such as gift cards, special products and cash rewards for the winners.

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 importance of continuous learning in elearning content

Plume - e-learning & learning management systems

2002). Without continuous learning and new experiences, the monotony of the same tasks day in, day out leads to dissatisfaction and lower productivity ( Management versus repetitive tasks – avoiding “working for the weekend” Thomas J.

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. “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. Customers in real life are seldom that forgiving.).

Beyond the Lab

CLO Magazine

These factors create additional challenges for practitioners in finding and using relevant research to improve their products and services. To create that value result, DAU developed a new model for how the university’s research enterprise can deliver products and services (Figure 1).

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….

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. What is Gamification Training?

Unleashing Superheroes – Getting the Balance Right

Growth Engineering

The figures from the UK are equally concerning, where the women in the digital workforce fell to 27% from 33% in 2002. Better consumer/customer understanding. Yet women’s interest in digital products and internet use is not reflected in their career choices.

Equality & Diversity: Still a Difficult Formula to Resolve for Many Organisations

OpenSesame

Established in 2002 as a specialist business, Equality Matters provides consultancy and training for organisations large and small to embed equality and diversity in policies, procedures, business practices and people development.

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Four Features UR LMS Must HAVE

eLearning 24-7

A vendor created this capability back in 2002. Yep, back in 2002, I had such a system. I really haven’t seen anything like that today, unless you pay $$$$ for customization. . I use the product and really like it, because it shows what is possible/doable with apps. Everyone loves new features. They tend to add an additional level of “coolness” to any platform. If they are totally out of the box and work, guess what happens next?

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.

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ASTD TechKnowledge 2013, Day 2

eLearning 24-7

The product comes in two flavors – a simple and a more robust. Comes with App store and gadget store , where you can download and install into your product – the apps are like objects created by them and others, and gadgets are widget like things – them and end users; oh the majority are free, but if as an end user created one and wanted to sell it – you could. SSO for Google and Salesforce.com (you have to have the product).

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.