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Navigating Change: A Blueprint for Taming Strategic Drift 

Planview

trillion dollars a year by 2026. Read the full report: Bridging the Gap: Turning Strategy into Reality Organizational change is the hidden common denominator in applying the recommendations in the report. A startling 85% of executives say their organization’s ability to adapt to change falls short. Let’s get started.

Change 52
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9 Benefits of eLearning for Employees

CMOE

billion by 2026, which is a CAGR of 10.3%. This makes it easy for the individual to still participate and engage with colleagues on learning topics. Businesses can also use this data to assess the effectiveness of current learning and development programs (and what may need to change). billion in 2022.

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Top 5 Digital transformation use cases for the BFSI industry

Acuvate

The pandemic has fast-tracked digital behaviors, redefining how customers want to engage with their banks. from 2021 to 2026, driven significantly by the rapid evolution of digital strategies in the industry and the increasing customer preference for digital banking services. Users can use this feature simply by changing the U.S.

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IT Innovation: 9 Challenges that IT Departments can Overcome Through Innovation Management

Qmarkets

Innovation management is about identifying the right strategic approach for your innovation program, and establishing a process that engages and leverages the right audiences and data points to generate effective solutions. But what is innovation management, and what is innovation management software?

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IT Innovation: 9 Challenges that IT Departments can Overcome Through Innovation Management

Qmarkets

Innovation management is about identifying the right strategic approach for your innovation program, and establishing a process that engages and leverages the right audiences and data points to generate effective solutions. But what is innovation management, and what is innovation management software?

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MAKING GAMIFICATION ACCESSIBLE – BRINGING NEWNESS TO CORPORATE LEARNING

ImagineNation

In 2012 Gartner predicted that – Gamification combined with other technologies and trends, gamification would cause major discontinuities in innovation, employee performance management, education, personal development, and customer engagement. million by 2026 and grow at a CAGR of 25.10% over the forecast period (2021 – 2026).

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Your Guide to Fueling Enterprise Innovation in the Transport Industry

Qmarkets

We’re right at the beginning of an era of market disruption affecting sweeping, radical changes to personal and public transport, and the pressure on companies to innovate is coming from all directions. Technology is central to these innovations and the pace and scale of change is only going to accelerate as we move through the 2020s.