Glossary
Please note the terms that we are being used throughout the documentation.
Mission
A broad term that covers any format providing objectives to a learner. Missions can take the form of quests, achievements, challenges, or streaks. We'll use "mission" to refer to any of these without listing them individually.
Quests
A creative approach that uses a storyline and a character to give learners structure and objectives. Completing a quest can result in rewards or trigger side effects.
Achievements
Celebrations of learners reaching certain milestones. Learners can see the entire list of achievements and their requirements, encouraging them to collect them all.
Challenges
Objectives that can have a time limit and may repeat. Learners (recruits) can earn rewards by completing these challenges.
Streaks
Indicators of how many consecutive days (or weeks) learners meet their objectives. Missing one day breaks the streak, which encourages consistent participation.
Lifecycle of a Mission
The different stages a mission goes through: assigned, started, completed, and ended. Each stage changes how a learner (recruit) interacts with the mission.
Mission tracker
A place where learners can find all of the missions that are relevant to them at a particular point in time.
Recruit
Refers to any learner or user who has been assigned a mission. We use this term to avoid assumptions about enrolment and to indicate anyone taking part in a mission.
Rewards
Anything provided to the learner upon completing their mission. While the idea of a reward can vary, in this context it’s something the learner is expected to value.
Side Effects
Logic triggered at the end of a mission that is not directly tied to the mission itself, such as automatically enrolling a learner into a group upon mission completion.
Outcomes
The collective term for rewards and side effects. These outcomes are triggered when a mission ends and include any defined rewards or side effects.