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:
Navigate to your classroom
Click the menu next to the class name
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:
Navigate to your classroom
Click on an individual game
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:
Navigate to classroom or game
Go to Students/Participants tab
Select individual participant
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:
Review game analytics to identify challenging questions
Check completion rates to assess engagement
Analyze participant performance for individual follow-up
Export data for records or stakeholder reporting
Ongoing Program Monitoring
For semester-long or continuous programs:
Weekly check of classroom analytics for trends
Monitor individual progress to identify at-risk participants
Adjust content based on question difficulty data
Track retention across multiple games
Improvement Planning
Use analytics to enhance future events:
Identify consistently difficult questions for pre-teaching
Analyze drop-off points to improve engagement
Review time-to-completion to adjust event duration
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
Navigate to Analytics tab (classroom or game level)
Click export or download button
Select desired format
Choose date range or specific data set
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
Related Documentation
Viewing Results - Accessing game results
Tracking Progress - Monitoring participant advancement
Exporting Data - Data export procedures
Managing Users - User enrollment and roles
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