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Tottus joins the EduMe family

Edume

Starting life in Peru in 2002, the company was later acquired by one of South America’s largest retailers, Falabella, in 2005. Related: Why every modern company needs to invest in Workforce Success About Tottus Tottus is a market-leading Peruvian supermarket chain on a mission to save families money so that they can live better.

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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. About Learning Pool .

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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. About Learning Pool .

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OpenSesame Announces New Hires in Product Development & Customer Support

OpenSesame

Today, we are proud to announce that we have made three major new hires to continue expanding our product development and customer support teams. Dave Depper is an Oregon native who graduated cum laude from the University of Oregon in 2002 with a B.S. Meet our three new hires: Dave Depper. in Computer and Information Science.

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

Litmos

The Pareto Principle has been applied to everything from economics to sports, but this particular version was outlined in 2002 by Jim Johnson, chairman of the Standish Group. . Anticipating calls to customer service with training. Most customers do not want to get in touch with customer service.

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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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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.

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