Glossary of Terms

We utilize a variety of names for our features and functions. Below are some of our most common terms:

A.S.K. Methodology (A. = Attitude Habit, S. = Skill Habit, K. = Knowledge Habit)

Attitude Habit
In the Goal Design panel, under the Habits tab, this type of Habit represents a belief the Player adopts by completion of the Program. An Attitude Habit is stated in the Player's voice as "I believe..."
Skill Habit
In the Goal Design panel, under the Habits tab, this type of Habit represents something the Player knows how to do by completion of the Program. A Skill Habit is stated in the Player's voice as "I know how to..."
Knowledge Habit
In the Goal Design panel, under the Habits tab, this type of Habit represents something the Player remembers consistently after completing the Program. It is typically a routine or a principle or method. A Knowledge Habit is stated in the Player's voice as "I always keep in mind..."

Award

Also known as an Instant Win Award, an Admin can set this to award Players with a given prize. An Award pops up as a push notification in the app and contains a short message and a customizable image. Alternatively, an Award can be set to trigger upon the Player achieving certain milestones or at a set date and time, rather than the system randomly selecting a winner.  Players can review which Awards they have won in the Timeline screen of the Challenge where they won the Award.  And Players can see all Awards won in any Challenge collected in their My Awards section of the app menu.

Badge

Badges can be earned by Players for achievements, such as topping the Leaderboard or answering 100% of the Qs in a Challenge.  A Badge pops up as a pushed notification through the App, and consists of a short message and a customizable image. Players can see what Badges they earned in the Timeline screen of the Challenge where they earned the Badge. Players can also see all Badges they have earned in all Challenges collected in their My Badges section of the app menu.

Challenge

A Challenge is a gameplay period that ends with a winner on the Leaderboard. An Admin can create an unlimited number of Challenges in a Series. An Admin can have a theme for each Challenge, or the Challenge can be a mix of themes. A Challenge is typically one week in length for Players.

Challenge Report

We provide 2 reports: Challenge Reports and Goal Progress Reports. A Challenge Report is created by publishing a Challenge. Like the Goal Progress Report, this drill-down view of data is dynamic and viewable in real time as the gameplay progresses (as well as after the Challenge is done). Some of the summary statistics include how many players joined the Series, how many are playing in this particular Challenge, at what level of Recall, for how much time daily per player, and exactly when and how gameplay has gone for each Question delivered.

Clue

This appears as the 1st tab in a Question in the App and is part of the countdown timer on a Question. It sets the Player up to answer the Question correctly with a hint.

Column

Tables can contain multiple vertical columns stacked by row, one above the other.  

Design Portal

The DIY Design Portal is accessible from a browser by an Admin. The Design Portal is where an Admin creates their Program and deploys to their Players, and where they monitor their Program in real-time via the Reports.

Entry

Issue Sweepstakes entries to Players for incremental achievements, such as each time they answer a Question, or each time they answer correctly. The more the Player plays, the more entries they can earn.  An entry can be set to pop up as a pushed notification through the app and contains a short message. Alternatively, entries can be set to "silent," whereby they are earned and tallied in the My Sweepstakes section of the app menu but are not pushed as a notification to Players.

Flash

A Flash is like a "news flash" that is delivered to the Player in the app. It pops up as a push notification in the app, much like a text message, and can include a link to a Learn More item. 

Goal

In the Goal Design panel, the Goal is a singular and specific element for a Program.

Goal Design

The Goal Design is our version of curriculum design that leads to business results. It provides a format and method for targeting a specific Goal for the Program, supported by the achievement of a handful of organizational Results, each of which are delivered by instilling individual Habits in the Players. These Habits are styled as Attitude, Skill, or Knowledge Habits; and instilling these Habits is the targeted purpose of delivering each piece of content in a Program. Our proprietary method, the A.S.K. Methodology, is applied as part of this Goal Design process.

Goal Progress Report

We provide 2 reports: Challenge Reports and Goal Progress Reports. At the Program level, an Admin can access the Goal Progress Reports in its dedicated tab after a Program has been published. This high-level view of the Program's data enables the Admin to monitor in real time two dynamic metrics: Progress and Performance. The report shows how these metrics are applied to each element of the Goal Design (Goal, Result, Habits) as well as Topics, and the related Questions that have been published. Raw data from this report can be exported in .CSV format.

Habit

In the Goal Design panel, identify between 3 - 5 Habits and stack them under each Result. Habits are identified as either Attitude, Skill, or Knowledge Habits. They are what the individual Player is taking on as a behavior in their daily routine.

Image Library

This appears in the left-hand menu for an Admin in the Design Portal and is a collection of all images Admin has uploaded in the course of creating their Program. This library is searchable.

Invite Code

An Invite Code is a sequence of characters that the Player enters into their app in order to join a Series of Challenge. Each Series has an auto-generated Invite Code which is a secure string of unique letters and numbers. An Admin can change this to a more user-friendly code, such as "SalesOnboardingEast," for example.

Insight

This appears as the 3rd tab in a Question in the App and can have a button added to it to link out to a Learn More Item for the Player to learn more about the topic.

Leaderboard

The Leaderboard appears in the App's Timeline screen as a small column chart icon at the top. The Leaderboard ranks Players based on the number of points they have earned from answering Questions.

LMI Builder

A drag-and-drop online Pagebuilder in the Design Portal, which provides pre-designed layouts.

Learn More Library

This appears in the left-hand menu for an Admin in the Design Portal, and in the left-hand menu for Players in the app when in a specific Program. It shows all the associated Learn More Items that are part of that Program. It allows a Player to study up on content before a Challenge begins. This library is searchable by an Admin in the Design Portal.

Learn More Item (LMI)

This is either:
  • A link to a piece of content publicly hosted somewhere online
  • A link to a webpage where a Player can learn more about a particular subject. A Learn More page is created in a drag-and-drop LMI builder in the Design Portal, which provides pre-designed layouts

The Player can review a Learn More Item either by clicking the button in the "Insight" part of the Question after answering the Question, or by visiting the Learn More Library in the App menu.

Player

The Player is the person who plays Challenges in the app. They are sometimes referred to as Learners or Employees or Partners etc. 

Points Ratio

Each Challenge has a customizable Points Ratio (between 1% - 100%) which represents the ratio of points earned or lost if a Question is played in SOLO mode versus in LIVE mode. The default setting is 75 - which means the number of points earned or lost from playing a Question in SOLO mode are 75% of the number of points earned or lost if the Question were played in LIVE mode. A Points Ratio of 100 means the number of points is 100% the same in SOLO as in LIVE mode.

Program

Similar to a schoolhouse where a classroom contains lessons, a Program contains Series, that have Challenges within them.

Question 

The central element of engagement in the app is the delivery of a Question sequence that includes a Clue, a multiple-choice Question, and an Insight, as well as an optional button for the Player to click to visit a Learn More Item.

Result

In the Goal Design panel, identify between 2 - 5 Results. These are business results and are what the Admin's organization is concerned with.

Series

Admins can create an unlimited number of Series inside a Challenge and a Program. Players join a Program by entering an Invite Code into their app, which joins them to a particular Series. To join a different Series, Learners must enter a different Invite Code.

Sponsor

In the Legal Disclosures Rules template, the Sponsor is identified as the party which organizes and runs the Program, and which delivers the prizes to Players who win them.

Sweepstakes

This is typically a higher-value prize that Players can win if they are drawn as the winner when the drawing occurs. The Admin can draw the winning Sweepstakes entry in the Challenge Reports. 

Topic

In the Goal Design panel, create as many individual Topics as the customer needs to cover with their Players to develop the identified Habits, and stack them under those Habits.

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