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GroupM - Successful Training Delivery for Geographically Spread Workforce

Client:

GroupM

Category:

Product Case Study

Industry:

Media

Business Requirements

  • Client wanted to impart training to diverse audiences spread across different demographics.
  • They wanted to deploy a common online learning platform to meet diverse learning requirements.

When they approached Tenneo (formerly G-Cube LMS) to find a digital learning solution, they had specific need

  • An agile & robust learning platform to enhance the competence of sales staff at the dealerships.
  • A learning solution which can be scalable, cloud-based, and gamification friendly to engage the learners.
  • Easy access to various formats of learning contents and a tracking mechanism for training delivery and outcome.
  • Ability to provide elearning and blended learning that makes workforce knowledge ready quickly with new products and features.

Challenges

  • Their existing system was not able to cope up with ever-evolving learning needs.
  • To create different workflows for different demographics using a centralized learning system.
  • The client worked with different agencies and to bring them all on a single platform was a big challenge.
  • To deploy a centralized tracking system as their existing system was not much effective.
  • Need for blended learning approach as existing system was incapable of handling it.

Our Solution

  • We implemented Tenneo (formerly G-Cube LMS) LMS and brought 15 countries across a single learning platform.
  • We provided virtual classroom environment and blended learning solutions to cater to every single need.
  • We created different dashboards to provide real-time tracking of each activity within an LMS.
  • Gamified e-learning approach was also adopted to improve learner engagement and retention levels.

Benefits

  • We deployed Tenneo (formerly G-Cube LMS) LMS for the entire APAC market across 15 countries. 
  • Around 12000 users from all over used the single e-learning platform and accessed training that catered to their pertinent needs.
  • The incorporation of games boosted the overall learner participation and engagement.
  • Different workflows helped to improve the overall learning experiences.

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