Performance & Analytics

The KC7 tenant system provides comprehensive analytics tools for tracking performance at both classroom and game levels, helping you understand participant engagement and identify areas for improvement.

Overview

Analytics are available at multiple levels:

  • Classroom-level analytics - Aggregate data across all games in a classroom

  • Game-level analytics - Detailed performance for specific games

  • Individual participant analytics - Per-user progress and completion data

Accessing Analytics

Classroom Analytics

From the classroom page, access analytics through the classroom menu:

  1. Navigate to your classroom

  2. Click the menu next to the class name

  3. Select analytics or statistics option

View high-level metrics:

  • Total participants enrolled

  • Overall completion rates across games

  • Aggregate performance statistics

Game Analytics

For detailed game-specific data:

  1. Navigate to your classroom

  2. Click on an individual game

  3. Select the "Analytics" tab in the tab pane

Classroom-Level Analytics

Participant Progress Tracking

Monitor participant progress across all games in a classroom:

Metrics available:

  • Number of questions completed per user

  • Overall completion percentage per user

  • Time spent on games

  • Last activity timestamp

Use cases:

  • Identify participants who need additional support

  • Track engagement over time

  • Measure program completion rates

  • Generate progress reports for stakeholders

Aggregate Statistics

Classroom-wide performance indicators:

  • Average completion rate across all participants

  • Total questions answered

  • Overall accuracy rates

  • Participant retention metrics

Game-Level Analytics

Question Performance Data

Detailed analytics for each question in a game:

Metrics tracked:

  • Number of players who successfully answered

  • Number of players who attempted but failed

  • Average attempts per question

  • Time to completion distribution

Insights gained:

  • Identify challenging questions for participants

  • Determine which concepts need additional review

  • Adjust difficulty or provide supplementary materials

  • Understand learning progression

Participant Completion Rates

Track how participants progress through the game:

  • Percentage who complete all questions

  • Average completion time

  • Drop-off points in the game flow

  • Return rate for incomplete games

Live Scoreboard

During active games, view real-time rankings:

  • Current participant standings

  • Points earned per participant

  • Progress through game modules

  • Time-based performance metrics

Use during events:

  • Encourage friendly competition

  • Monitor overall progress

  • Identify when most participants finish

  • Determine appropriate wrap-up timing

Individual Participant Analytics

Per-User Metrics

Access detailed data for individual participants:

Available data:

  • Questions attempted and completed

  • Correct vs incorrect answers

  • Time spent per question

  • Overall game completion status

  • Badge and achievement unlocks

Access method:

  1. Navigate to classroom or game

  2. Go to Students/Participants tab

  3. Select individual participant

  4. View detailed analytics

Progress Over Time

Track participant improvement across multiple games:

  • Completion rates per game

  • Performance trends

  • Skill development progression

  • Consistent participation metrics

Auto-Assign Feature

What is Auto-Assign?

Auto-assign is a game-level setting that controls how participants gain access to games within a classroom. Understanding this feature is critical for managing participant access efficiently, especially in programs with multiple games or phased content rollouts.

By default, when you create a game within a classroom, that game is not automatically accessible to classroom members. This might seem counterintuitive - you'd expect that people in the classroom can access its games - but this default behavior exists for good reason: it gives you control over when participants can access specific content.

Without auto-assign, access to a game requires one of two explicit actions. First, you can share the game's unique join link directly with participants. This link works independently of classroom membership, so anyone with the link (and a KC7 account) can access that specific game. Second, you can manually assign the game to specific participants through the classroom's participant management interface, individually adding each person to the game's roster.

These manual approaches work fine for one-off events or small groups, but they don't scale well for larger programs or ongoing courses. If you're running a semester-long class with weekly games, manually adding 30 students to each of 15 games would require 450 individual enrollment actions. This is where auto-assign provides value.

When you enable the auto-assign toggle for a game, you're establishing an automatic enrollment rule: any participant who is a member of the classroom (either now or in the future) will be automatically enrolled in this game. The system handles the enrollment without requiring manual intervention from you, dramatically reducing administrative overhead for programs with large participant populations or multiple games.

How Auto-Assign Works

The auto-assign toggle has immediate and ongoing effects on participant enrollment, and understanding these effects helps you use the feature strategically.

When the toggle is enabled (ON):

The moment you enable auto-assign for a game, the system performs an immediate enrollment operation. It scans the classroom's current membership roster and adds every participant to this game. If you have 50 people in the classroom when you enable auto-assign, all 50 are immediately enrolled in the game and will see it appear in their personal game library.

Beyond this initial enrollment, auto-assign creates an ongoing enrollment rule. Any participant who joins the classroom after you've enabled auto-assign will be automatically enrolled in this game as part of their classroom onboarding. This ensures consistency - everyone in the classroom has access to the same games, regardless of when they joined.

This behavior is ideal for open enrollment scenarios where you want all classroom members to have access to particular content. For example, in an introductory cybersecurity course where everyone should complete "A Scandal in Valdoria" regardless of when they enroll, enabling auto-assign ensures late-joining students don't miss fundamental content.

The streamlining benefit becomes pronounced with large groups or multiple games. In a 100-person classroom with 10 games all set to auto-assign, each new participant is automatically enrolled in all 10 games with zero manual intervention. Without auto-assign, that would require 10 individual assignment actions per new participant.

When the toggle is disabled (OFF):

Disabling auto-assign means the automatic enrollment rule is not active. The system will not automatically enroll classroom members in this game - neither existing members nor future joiners. Each enrollment must happen through manual assignment or direct game link sharing.

This controlled access model is valuable in several scenarios. If you're running a program with prerequisite requirements, you might create an advanced game in the classroom but leave auto-assign disabled. You then manually assign only those participants who've completed the prerequisites. The game exists in the classroom for organizational purposes, but access is restricted to qualified individuals.

Phased rollouts represent another common use case. Perhaps you're preparing a series of weekly challenges in advance - creating all games at the start of the month but only wanting participants to access them week by week. By leaving auto-assign disabled initially and enabling it only for the current week's game, you maintain a structured progression where participants can't jump ahead to future content.

Using Auto-Assign for Multi-Week Programs

Multi-week or multi-month programs represent one of the most powerful applications of auto-assign when configured thoughtfully. The key is leveraging auto-assign's toggle nature to create a controlled release schedule while maintaining automatic enrollment benefits.

Consider a ten-week cybersecurity training program where you want to release one new game module each week. At the start of the program, you could create all ten games in advance. This front-loaded preparation means you're not scrambling to create content week-to-week, and participants can see the program structure even if they can't access future content yet.

Initial Setup (Week 0 or 1):

Create all ten games in your classroom, giving them clear names that indicate their sequence: "Week 1 - Introduction", "Week 2 - Network Analysis", "Week 3 - Log Investigation", and so on through Week 10. For all games except the first week's content, leave the auto-assign toggle OFF. For Week 1's game, enable auto-assign so participants can immediately begin.

When participants join your classroom (either at the start of the program or as late enrollees), they're automatically enrolled in Week 1's game because its auto-assign is enabled. They can see Week 1 in their game library and begin working. Weeks 2-10 don't appear in their available games yet because auto-assign is disabled for those games.

Weekly Progression:

At the start of Week 2, navigate to Week 2's game settings and enable the auto-assign toggle. The system immediately enrolls all current classroom members in Week 2's game. Any new participants who join the classroom this week will be automatically enrolled in both Week 1 and Week 2 (because both have auto-assign enabled now), helping them catch up efficiently.

Repeat this pattern each week. At the start of Week 3, enable auto-assign for Week 3's game. By the final week, all ten games will have auto-assign enabled, meaning any participant who joins even in Week 10 will have access to all ten games to work through at their own pace.

This approach provides several advantages. It prevents participants from becoming overwhelmed by seeing ten weeks of content immediately, which can reduce engagement. It maintains pacing and ensures the cohort generally progresses together through the material, facilitating group discussions and peer learning. It allows you to make last-minute adjustments to future weeks' content based on how participants perform in earlier weeks. And critically, it still provides automatic enrollment - you're not manually adding people to each week's game; auto-assign handles that when you enable it.

The strategy also accommodates late joiners gracefully. If someone joins your program in Week 4, they're automatically enrolled in Weeks 1-4 (because those games have auto-assign enabled) and can catch up on missed content. Weeks 5-10 remain inaccessible until you enable them on schedule, keeping the late joiner aligned with the cohort's progression rather than allowing them to race ahead.

Managing Auto-Assign

Toggling auto-assign ON:

  • Students in classroom are immediately assigned to game

  • Future students joining classroom will also be assigned

Toggling auto-assign OFF:

  • Players already assigned remain assigned

  • New classroom members will not be added automatically

  • Must manually assign or remove players as needed

To remove players from a game:

  • Navigate to Game Management Page

  • Manually remove specific players

  • Disabling auto-assign does not automatically remove anyone

Analytics Workflows

Post-Event Analysis

After an event concludes:

  1. Review game analytics to identify challenging questions

  2. Check completion rates to assess engagement

  3. Analyze participant performance for individual follow-up

  4. Export data for records or stakeholder reporting

Ongoing Program Monitoring

For semester-long or continuous programs:

  1. Weekly check of classroom analytics for trends

  2. Monitor individual progress to identify at-risk participants

  3. Adjust content based on question difficulty data

  4. Track retention across multiple games

Improvement Planning

Use analytics to enhance future events:

  1. Identify consistently difficult questions for pre-teaching

  2. Analyze drop-off points to improve engagement

  3. Review time-to-completion to adjust event duration

  4. Track participant feedback correlated with performance data

Exporting Analytics Data

Export Options

Analytics can be exported in various formats:

  • CSV files for spreadsheet analysis

  • PDF reports for stakeholder sharing

  • JSON for programmatic integration

Export Process

  1. Navigate to Analytics tab (classroom or game level)

  2. Click export or download button

  3. Select desired format

  4. Choose date range or specific data set

  5. Download file

What Can Be Exported

  • Participant rosters with completion status

  • Question-level statistics for all questions

  • Individual participant details including answers

  • Aggregate performance metrics for reporting

Data Privacy and Access

Who Can View Analytics

  • Tenant Managers: All analytics across entire tenant

  • Classroom Managers: Analytics for assigned classrooms only

  • Participants: Only their own individual performance

Data Retention

  • Analytics data is preserved indefinitely

  • Historical comparisons available across terms

  • Deleted games retain analytics in archived state

  • User removal preserves anonymized analytics data

Troubleshooting

Analytics Not Updating

Causes:

  • Cache delay (typically updates within minutes)

  • Browser caching old data

  • Connection issues during data sync

Solutions:

  • Refresh page

  • Clear browser cache

  • Wait a few minutes and check again

  • Verify game is active and accessible

Missing Participant Data

Causes:

  • Participant hasn't accessed game yet

  • Participant used different account

  • Enrollment not completed

Solutions:

  • Verify participant is enrolled in classroom/game

  • Check participant username spelling

  • Confirm participant logged in and started game

  • Review enrollment method (manual vs auto-assign)

Export Failing

Causes:

  • Large data set timing out

  • Browser blocking download

  • Insufficient permissions

Solutions:

  • Reduce date range for export

  • Try different export format

  • Check browser download settings

  • Verify user has appropriate role permissions


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