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Boosting Customer Engagement with Gamified Learning Paths

BrainCert

By incorporating gamified learning paths into your customer experience, you can unlock a powerful tool to drive engagement, boost loyalty, and ultimately, achieve your business goals. In this blog, we delve into the strategies and benefits of using gamified learning paths to boost customer engagement and enhance the learning experience.

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Top 10 E-Learning Platforms for Effective Development

Hurix Digital

Adobe Captivate Adobe Captivate was first introduced in 2002 and has since become a popular tool for e-learning professionals and instructional designers. One of the key features of LearnWorlds is its drag-and-drop course builder, which allows users to create and customize their courses and products without any coding or technical skills.

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10 Types of Corporate Training Programs (and Uses in the Workplace)

Ninja Tropic

Between one day and the next, new technologies are developed, trends shift, and customer expectations change. How Can New Hire Time to Productivity Be Tracked? Why Track New Hires Time to Productivity? How Long Until Employees Are Fully Productive? Here’s an example: 5. Here’s an example: 9.

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Top 5 LMS Vendors in the World in 2023

Hurix Digital

One of the standout features of Hurix is its customization options. Developed by Martin Dougiamas in 2002, Moodle provides a flexible and customizable platform for creating and delivering online courses and employee training programs. Supports multiple languages, making it accessible to learners worldwide. Hurix can help!

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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.

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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. Badges indicate mastery. Leaderboards.

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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. I first read it whilst a new academic and still finding my way, and I read it in a time that pre-dated what we now know as social media. Cambridge, MA: Basic Books. Smart Mobs is one of those books.

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