Customer Stories Logistics & Auto

Toyota Korea: Achieving 97% Learning Completion Rate

Staff look up what they need during customer interactions right inside TouchClass.

Background

Needed a remote channel to push frequently changing sales info — new products, promotions — straight to the field.

How It's Used

HQ produces and distributes practical content — customer service manuals, industry trends, news — that staff can use right away.

Results

An "anywhere, anytime learning" culture — staff pull up what they need on mobile before and after customer interactions.

How Toyota Korea achieved a 97% learning completion rate through gamification with TouchClass

Industry
Logistics & Auto
Learners
1,000
Purpose & Effect
Field sales support, sharing sales know-how, self-driven learning, healthy competition
Features Used
Gamification, Editor, App Push, Learning Activity Reports
Contact Sales
Toyota Korea Toyota Korea: Achieving 97% Learning Completion Rate
Q. What was the biggest challenge you faced in running dealer training?

Our dealers spend most of their time in the field meeting customers directly. Headquarters needs to keep pushing new product and promotion information out to them, but gathering everyone offline simply wasn't realistic. Contactless training was a necessity, not an option, so we began producing and delivering in-field content directly through TouchClass, which has excellent mobile accessibility.

Toyota Korea
Q. How are dealers using TouchClass in the field today?

Right before meeting a customer — or even during a consultation — dealers naturally open TouchClass to look up what they need. Everything from customer-handling scripts to the latest industry trends is right there, tied directly to their work. As the platform became recognized as essential to sales performance, looking up information anywhere, anytime has become a habit.

Q. You're making good use of gamification — was there a specific reason for adopting it?

Platform usage was already climbing, but we wanted to take the next step and have dealers enjoy learning on their own. So we built in badges and profile frames as rewards for learning activity and opened up a public leaderboard. Seeing each other's achievements sparked a natural, positive kind of competition.

Toyota Korea
Q. What concrete results did you see after introducing gamification?

The results were remarkable — average learning rates at Toyota Korea jumped 32% compared to before. With tangible rewards tied to learning outcomes, dealers engaged voluntarily rather than being pushed. The biggest win is cultural: we've built a company where learning is genuinely enjoyable.

Q. What future do you see for Toyota Korea's training with TouchClass?

We plan to strengthen TouchClass's role as a sales partner that provides the fastest, most accurate information in the field. By advancing the platform's interactive features and gamification elements further, we'll build a knowledge hub that helps every dealer nationwide deliver a truly impressive customer experience backed by deep expertise.