How to Let Learners Log In With Salesforce.com

Knowledge Guru allows your learners to log into their games with their Salesforce.com account. Once learners validate their account credentials, they can log in with Salesforce and see all games registered to their Salesforce email address.

Desktop

From the main login page

  1. Players go to kguru.co/login or theknowledgeguru.com/login and click LOGIN WITH SALESFORCE.
  2. Players enter their Salesforce username and password.
  3. If it is their first time accessing Knowledge Guru from Salesforce, they will authenticate the connection.
  4. After authenticating, players see a list of their assigned games.

From an individual game login page

  1. Players go to their game link (kguru.co/GAMENAME or theknowledgeguru.com/GAMENAME) and click LOGIN WITH SALESFORCE.
  2. Players enter their Salesforce username and password
  3. If it is their first time accessing Knowledge Guru from Salesforce, they will authenticate the connection.
  4. After authenticating, players see a list of their assigned games.

Mobile

From the app login page

  1. Players open the Quest or Drive app
  2. Players tap LOGIN WITH SALESFORCE on the login page.
  3. Players enter their Salesforce username and password
  4. If it is their first time accessing Knowledge Guru from Salesforce, they will authenticate the connection.
  5. After authenticating, players see a list of their assigned games.

How to Invite Learners to Play on Mobile Devices

Are you launching a Knowledge Guru game that learners will play on their smartphones? If so, using these two links will make the process easier: kguru.co/GAMENAME and kguru.co/apps.

1. If players will type the game link into their mobile browser, use the kguru.co short link

All Knowledge Guru games can be accessed using either the full link (Example: theknowledgeguru.com/sellingskills_quest) or the short link (Example: kguru.co/sellingskills_quest). If players must type the link in themselves, sending the send the short link so it is easy for them to do so. This is especially useful when you display the link on a PowerPoint slide in a live event.

The mobile registration pages for Quest and Drive games automatically direct players to download the appropriate app after registering.

2. If you’d like players to download the app BEFORE attending a live event but do not yet want them to register for or log into the game, use the kguru.co/apps page

The mobile-first page kguru.co/apps has links to download the Quest and Drive apps from iOS or Google Play. You can send this link out prior to a live training event so that players have already downloaded the app before they arrive.

If you will pre-register players before they play:
  1. Instruct players to download the appropriate app (Quest or Drive) at kguru.co/apps.
  2. Instruct players to log in with their email address and the default password that you set for them.
If players will self-register:
  1. Instruct players to visit your game URL on their mobile device: kguru.co/GAMENAME.
  2. Players fill out the form to register.
  3. After registration, Knowledge Guru will provide a link to download the appropriate mobile app.
  4. Players download the app, open it and login with their credentials.

For implementation tips tailored to your needs, speak to your Knowledge Guru Specialist.

 

How to Use the Live Leaderboard in Knowledge Guru

Every Knowledge Guru game has a Live Leaderboard. You can display this leaderboard on-screen in a live event or send it out to players via email so they can check scores without logging in. The live leaderboard refreshes automatically as people play.

The Live Leaderboard includes between four and seven unique leaderboards, depending on the number of custom registration fields you have created. They appear in the following order:

  1. Overall Top Scores
  2. Top Scores Since X Date (use the instructions below to set a date)
  3. Registration Field 1, if applicable (For example, Location vs Location)
  4. Registration Field 2, if applicable (For example, Supervisor vs Supervisor)
  5. Registration Field 3, if applicable (For example, Job Title vs Job Title)
  6. Today’s Top Scores
  7. Perfect Scores

You can view the Live Leaderboard for any Knowledge Guru game using the following link structure:

www.theknowledgeguru.com/<GAMENAME>/leaderboard

To customize your “Top Scores Since X Date” leaderboard, do the following:

  1. Log into the Knowledge Guru game shell you wish to edit: theknowledgeguru.com/login/
  2. Select IMPLEMENT from the left-hand menu, then click LIVE LEADERBOARDS 
  3. Enter the date when your player group will start playing into the text box. The format is mm-dd-yyyy.
  4. Click UPDATE.

Usage Suggestions

  1. If learners are playing Knowledge Guru in a classroom setting, display the live leaderboard on-screen as they play and give a prize to the top performer.
  2. Include the live leaderboard link in promotional emails to learners so they can quickly see the top scores.
  3. Use the “Top Scores Since X Date” leaderboard when you plan to take multiple groups of players through a game over a long period of time. This way, players can see how they compare to other players in their group and not everyone who has ever played the game.

Implementation Tips for Quest and Legend

Our implementation pack includes timelines, tips, templates and images you can use to implement and promote your game.

To maximize the playing – and learning – experience of Knowledge Guru’s Quest and Legend games, you need to do two things well:

  • Spark learners’ interest so they take action to login or register to Knowledge Guru and get started. If learners will play Quest on a mobile device, they will also need to download the mobile app.
  • Provide clear directions on how to access Knowledge Guru and get started with Quest or Legend.

How to Spark Interest

Think about your target audience. How many of these are true for them?

  • The game is “required” by someone, and someone will be verifying their completion.
  • They enjoy games and are intrigued by playing.
  • They are competitive – and like visible evidence of a competition, such as a leaderboard.
  • They love anything that gives them more information about themselves and how they are improving over time.
  • They want quick hits that reinforce key knowledge or skills that improve selling abilities.

Take time to assess players’ starting motivation – and be honest about what that motivation is likely to be. Your answers can help guide you in planning your implementation and choosing the best strategies for your audience. If the sole motivation to play is “because we have to,” you need to put more thought into your strategy. If Motivators 2-5 above exist for them, you need only make sure you provide clear directions on how to access Knowledge Guru – and make sure you repeat those directions so everyone “hears” you. If most of these motivators are absent, your strategy will need to go further.

Pre-launch message ideas

  • Plan a series of three to four provocative emails to serve as teasers. Use short, creative subject lines that will appeal to your targets. Teaser subject lines could include:
    • Complete your Quest and unlock knowledge.
    • Are you a Guru?
    • Join the ranks of the masters.
    • Climb to the top of the leaderboards
  • Include visuals of the Quest or Legend app in your messaging, particularly leaderboards or the dashboard. People respond better to visuals than to lots of text. Keep text portion of your message short and provocative.
  • If game-based solutions are new to your organization and people are skeptical, consider offering prizes to underscore the significance of playing. The leaderboard makes it easy for you to award prizes for various things such as top scorer over a given time period, best department or another custom grouping. This keeps players on their toes throughout your play period. Prizes do not have to be big ones.

Once the game launches

Send a clear message that explains how to gain access to Quest or Legend. Here’s a sample you can modify:

Subject: Start your quest for knowledge on <Your topic here>

Dear Learner,

You’ve heard about it; today it’s available! Begin your Quest for knowledge on <insert topic> now. Get started in three easy steps:

Step 1: Use the URL provided to register for the Quest game and create a Knowledge Guru account. Knowledge Guru is the platform that powers the Quest game. Here’s the URL:

·       <Insert game URL here.> It will be something like: kguru.co/YourGameName/

Step 2: After registering, you will be automatically directed to a link where you can download the mobile app to your phone. This app lets you access Quest on your phone for maximum ease of use.

Step 3: Start playing to build mastery. Replay levels as often as you like to earn a three-star rating and move up on the leaderboards.

Be prepared to resend a variation of the message 1 or 2 more times to ensure all learners see the email. Monitor Knowledge Guru’s analytics to verify that players are getting registered and playing.

Throughout the active play period, monitor player progress. Acknowledge players’ efforts and recognize top scores and engaged players.

Share out final results. Use the reporting capabilities within the Game Administration tool to share relevant results, including the learning objectives your group did best and worst at.

If you have some form of regular learning communication tool, use it to profile top performers and acknowledge their efforts.

Bloom’s Taxonomy and Learning Games

blooms-taxonomy-and-learning-games

You have a clear business problem, a related instructional goal, and a desire to incorporate learning games to help you achieve your instructional goal. But which games are best? To answer the question, focus on crafting relevant learning objectives. These objectives should outline what learners need to know, do, or believe/feel to achieve whatever instructional goal you have defined.

Use Bloom’s Taxonomy to help you craft your objectives and accurately assess what level of cognitive skill learners need to use to produce your goal. Bloom’s levels don’t function in isolation of one another, even though we tend to think of them as doing so. Most complex tasks require us to use multiple levels within the taxonomy. However, Bloom’s provides a reasonable way of organizing the learning experience so learners can build skills in steps.

Bloom’s Taxonomy categorizes learning into six levels of thinking, with each level adding complexity. The original taxonomy is from 1956, with a revised taxonomy developed in 2001. The revised version flips the final two levels and uses different synonyms to describe the lowest level of cognition.


Building a Knowledge Guru Drive game? The Drive authoring tool uses Bloom’s Taxonomy to ensure good objectives. Read the full tutorial in our Knowledge Base.


Your task as the learning game designer is to choose a game type that enables the player to achieve the cognitive skill required. Most of all, make sure your learning objectives map to your instructional goal, and your game type enables players to achieve the objectives.

Once you know the skill level you want players to achieve, you can choose a game type that can best help them achieve targeted skills. Table 4-4 summarizes the original taxonomy and offers suggestions on game types appropriate for each level. The left column defines the cognitive skill. The middle column lists examples of behaviors you might include in a learning objective that targets that level. The right column identifies game types that work well for that level. The list is not comprehensive; it merely provides starting ideas.

You’ll also see that some game types can work for multiple levels. In addition, the content within your game can dictate what level of cognitive skill is required to play it successfully. A quiz-style game such as Knowledge Guru’s Legend or Quest game types can focus primarily on recall, or it can require higher-level skills in analysis, synthesis, or evaluation, depending on how you structure the game questions and what content you include. Knowledge Guru’s Drive game type includes different mini-games that each work for different levels of Bloom’s Taxonomy. Learn more here.

 Bloom’s Taxonomy and Game Types
Cognitive Skill Sample Verbs for Learning Objectives at This Level (Barton 1997) Game Types to Consider
Level 1: Knowledge

Know and remember facts or ideas.

List, identify, recognize, name, match, select, recite Quiz-style, arcade-style, matching, game-show styles
Level 2: Comprehension

Understand the facts or ideas; be able to explain them accurately.

Explain, describe, compare, contrast, distinguish, summarize, rephrase, tell Quiz-style, collection and classification games, exploration games, storytelling games
Level 3: Application

Use facts or ideas to solve problems or respond to situations.

Use, demonstrate, choose, solve, organize, develop, build, make use of Story- or scenario-based quiz games, matching games, role-playing games, decision games involving scenarios, simulations
Level 4: Analysis

Break information into parts and identify causes; make inferences and form generalizations based on examination of facts.

Analyze, compare, infer, categorize, classify, distinguish, conclude, describe relationships Strategy games
Level 5: Synthesis

Organize and combine information to form alternative solutions.

Compile, create, estimate, invent, choose, design, predict, combine, develop Building games, simulations
Level 6: Evaluation

Judge information and facts against a set of criteria. Form opinions and ideas based on this judgment and be able to defend them.

Determine, critique, decide, prioritize, assess, evaluate, deduce, justify Simulations, role-playing games

Examples

The instructional goal targets level 3 skills (application), but to be effective the sales rep may also need to use some level 4 skills (analysis). We identified each objective’s skill level. You might create a game for one of these objectives or craft multiple games targeted to several. Or, you might formulate a single complex simulation that requires the learner to demonstrate all these objectives.

Instructional Goal: Account managers can fluently communicate the right product value propositions to customers using stories.

The learning objectives learners need to master to achieve the goal include:

  • Select the appropriate tools to support the system. (Level 1)
  • Explain the features, associated benefits, and stories. (Level 2)
  • Given a customer need, choose the right features and articulate the associated benefit. (Level 3)
  • Ask the right questions to uncover the customer’s needs. (Level 3)
  • Tailor the value proposition and stories to the customer’s needs. (Level 3)
  • Contrast the [product name] methods with other methods of the past. (Level 4)
  • Given a real customer, put together an appropriate story. (Level 5)
  • Overcome customer objections. (Level 6)

The bottom line? Formulate your learning objectives first, and then consider what types of games best support the objectives.

How Big Should a Knowledge Guru Game Be?

Customers frequently ask us, “How big should my Knowledge Guru game be?”

We respond back with “It depends.” Game “size” really means the number of topics you include in the game and the amount of content you include in terms of learning objectives, questions (Quest/Legend) or content for each mini-game (Drive).  The biggest two factors influencing game size are: 1) the way you intend for players to interact with the game, 2)  the number of learning objectives you intend for the game to support.

There are three possible ways you can plan for learners to interact with your game:

  • Play through the entire game in a single session at a time of their choosing. This scenario automatically means you are using a Quest or Legend game type. It should also trigger you to design a shorter game with a maximum of five topics (Quest allows up to 7; Legend allows up to 4). Within each topic plan on four to six question sets per topic. This will give players about 15 to 30 minutes of gameplay time and enable you to introduce or reinforce the most essential content.
  • Space play over time. Both Drive and Quest are designed for spaced play. With Quest it is an option. With Drive, it is required. With spaced play, your game can have more content within it because players only see a portion of it at a time. A Drive game controls the interaction, limiting it to about 5 minutes per day so your larger question is how many days do you want them to have to play to see all of your game’s content. With Quest, you can space play two ways: a level per day (1 topic and 1 set of questions associated with that topic) or a world per week (all topics and one set of the questions associated with all those topics).
  • Play a Legend or Quest game as part of a live event. In this scenario, you are going to specify a certain amount of time be spent in game play. This absolutely dictates the amount of content you can include. You cannot have more questions within a topic than someone can reasonably complete in the time you are allocating for game play.

Be very aware that learners read and process information at different speeds. Learners spend widely varying amounts of time to complete the same game. Their processing speed depend on reading proficiency, education level, their native language, and their familiarity with the content. Factor these things into your judgment of how much content to include.

Use the links provided below to get specific guidance by game type.

Drive

The daily Drive experience is approximately 5 minutes and provides players with three different mini-games to play each time. A meaningful Drive experience means that each of the mini-games you create contains sufficient content so that players will encounter unique content in that game over at least three instances (daily games) of play. This ensures you are giving players sufficient “retrieval practice” for every learning objective you have. (Remember – each mini-game you create is associated with a single learning objective.)

A general guideline is to target seven to nine days of game play. This should allow players to play all the games multiple times and equates to about 45 minutes spent with the app over a period of two to three weeks’ time with a goal of playing three times per week.

There are six unique mini-games you can create within Drive. The guidelines below will help you create games that deliver this seven to nine days of game play (e.g. 45-60 minutes of play over a span of 2-3 weeks).

Balloon Burst

Balloon Burst enables you to identify a minimum of two categories to as many as six. For each category you include you must create statements that a player can associate with that category. The minimum number of statements required for a category is three. For an optimal game, provide at least six statements for each category if you only have two categories or five statements per category if you have three or more categories.

For additional Balloon Burst best practices, click here.

Fish Finder

Fish Finder, like Balloon Burst, lets players associate facts with categories. The minimum number of categories you can include in a game is two; the maximum is seven (which could create a very large game!). The same guidelines apply: if you have only two categories, make sure each one has at least six statements. If you have three to four categories, make sure each one has four or five statements. If you have more than five categories, then you may want to limit the number of statements per category to three or four.

A single instance of Fish Finder will require players to respond to a minimum of 4 statements and a maximum of 8 statements.

For more details on Fish Finder, click here.

Forest Flight

For an optimal player experience, you will want to create three unique branched scenarios. Each scenario requires that you have at least two branches associated with it; you can have three. Each branch can include up to three choices; you must have at least two.

Branched scenarios take time to write, which is why Drive allows authors to only create two for a valid game. However, if you truly want to provide sufficient practice for a player, you will take the time to create three unique scenarios.

For complete information on how to create a Forest Flight game as well as best practices, click here.

#Happy

Include three contexts/scenarios within a game to provide ample practice. You can create a #Happy game with only one context/scenario, but to maximize practice, try for three.

Consider going beyond six statements for better re-playability of contexts/scenarios. You can reword a good or bad response to encourage the learner to focus on the feedback and to prevent them from doing well on future play-throughs simply because they memorized responses. Here’s an example of two ways to phrase a response that achieves the same aim.

  • Example: “What safety data have you already seen?” (Question) “Here is our safety data.” (Statement)

For additional #Happy best practices, click here.

Knowledge Knight

Games require at least six questions to ensure a minimum of two play-throughs of the game. We recommend creating nine questions. This ensures variety, but keeps the number of playthroughs required for mastery to a reasonable amount.

An ideal series of three questions includes one question that encourages recall of knowledge coupled with two questions that require application of that knowledge in a job context the learner will encounter in the job.

For additional Knowledge Knight best practices, click here.

Safecracker

For an optimal player experience, include at least three needs (aka scenarios), which results in three unique rounds of the game. The maximum number of unique needs is five.

Each time the game is played, it will display two distractors along with the correct responses for each benefit and feature. When you create your game, re-use distractors across benefits and across features to verify that your learners can truly associate correct benefits with needs and correct features with benefits.

For additional Safecracker best practices, click here.

Quest Game Size

Like Drive, Quest is designed to maximize learner retention of content. However, if you overload your game with too much content, you will hurt your players’ ability to remember. Novice authors can go a bit crazy on crafting questions and suddenly find themselves with 8, 9, 10 or even 11 question sets within a single topic. The result is player fatigue and overload. They end up remembering very little.

Quest requires you create a minimum of three topics with a maximum of seven topics. We recommend creating a minimum of three question sets per topic. Consider whether spacing is applied when deciding on the maximum number of questions within a level. Also assume players need 30 to 45 seconds to respond to a question when calculating how long play will take.

Player perspective: If I am playing a level per day, then eight or nine questions doesn’t seem like a big deal. If I play an entire game all at once, then eight or nine questions in a level is too many. In such cases, limit the number of questions within a level to four to six questions and vary the number from level to level.

Legend Game Size

If you truly have lots and lots of content to cover, consider crafting several “mini-games” that can be spaced out. The Legend game type is particularly good for designing this type of solution. You can have a highly effective Legend game that has only three topics with three question sets in each topic.

Legend requires a minimum of one topic if you want (though we don’t recommend it) with a maximum of four topics. Be aware that players need about 30 – 45 seconds to read and respond to a question:

  • A 4-topic game with 12 question sets may take 20 to 30 minutes to play, excluding Grab Bag.
  • A 4-topic game with 28 question sets may take 45 to 65 minutes to play, excluding Grab Bag.

Player perspective: A game “path” that has between four to seven questions feels comfortable; paths with more than nine questions are too long. Vary the number of questions within each topic. Don’t make them identical. (e.g. every topic should not have same number of questions within it.)

Spacing Options Available in Quest

Knowledge Guru allows you to customize how often players can access your Quest game. Game spacing can be a critical component of successful learning design. In fact, the key to long-term memory formation is not the amount of time spent learning, but the amount of time between learning.

Available Spacing Options

1. No Spacing (this is the default)

Use the default when you simply want people to play through the entire game at one time and you are content with a “micro-spaced” experience where people encounter repetitions of content within minutes.

2. Level a Day – limit play to a single level per day

Use “Level a Day” when you want to maximize game spacing and ensure that people encounter repetitions of content several days apart. This spacing is ideal for creating a microlearning experience.

3. World a Day – limit play to a single world (including all its levels) per day

“World a Day” may be a good option if you want learners to get through all the content quickly, but still want to provide some level of spacing. It also works well when setting up a short, time-based competition.

4. World a Week- limit play to a single world (including all its levels) per week

“World a Week” works particularly well if you use a Quest game as part of a multi-week course. Use it when you want to maximize game spacing and ensure that people encounter repetitions of content approximately 8 days apart. Research supports this spacing as being highly effective. A level of day also works well as a post-training reinforcement.

Quick Steps to Edit Game Spacing in Quest

1. Select the Customize section in the left-hand menu, and choose Game Spacing.

2. Choose the spacing option you want by selecting the circle next to that option.

3. Click SUBMIT.

Click through the slideshow below to see the steps in action.

Legend vs. Quest vs. Drive: When each is appropriate

Knowledge Guru has three game apps that offer different learner and gameplay experiences. Legend and Quest use a question/answer format. Drive uses mini-games that are more robust in the gaming aspect and go beyond simple question/answer. This article explains the main differences between Legend, Quest, and Drive in terms of instructional design, use cases, and player experience.

Want the short and sweet version? Here’s a summary chart.

Now, let’s break it down. When it comes to instructional design, all the Knowledge Guru apps share four core design elements, but there are a lot of differences as well. The chart below shows these differences.

Instructional Design
Attribute Drive Quest Legend
Uses some method of spacing/repetition to reinforce and enable remembering. X X X
Ties to scoring performance. X X X
Links content to learning objectives. X X X
Provides immediate feedback. X X X
Heavily emphasizes adaptive, personalized learning with app adjusting learning content based on user’s performance and confidence ratings. X
Optimized for microlearning with a goal of 5 minutes/session and experiences that require about 2-3 weeks of effort to conclude. X
Players work toward a mastery rating. Spaced repetition influenced by player’s performance and confidence. X
Uses mini-games as means of practice; each mini-game focuses on a single learning objective for laser focus. X
On any day of play, players will encounter a maximum of 3 learning objectives. X
Integrates Bloom’s taxonomy into creation of objectives AND into association of specific mini-games with specific levels of Bloom’s taxonomy. X
Repeats every topic in each World of game. Players get first iteration of content in World A, second iteration in World B, and final in World C. X
Concludes each world with a “bonus gate” game. This game presents learners with questions they made errors on FIRST. X
Allows authors to adjust game spacing. X
Several Q-type choices including ability to incorporate URLs for videos and online resources into questions. X
Includes option to have “performance challenges,” which are a means of providing Accounts for need to provide skill practice or job-related activities. X
Every topic in game has learning objectives associated with it. Every learning objective has question sets or game content associated with it. X X X
Focuses on one topic at a time; Players must respond to Qs along 3 paths. Each path contains micro-spaced iterations of content associated with that topic. X
A level = a topic and its 3 iterations of content are paths A, B, and C. X
Players master all content related to a topic before moving to next topic. X
A “grab bag” level is always final topic in game.  Repeats every question that is part of game for final spaced repetition. X
Provides single basic Q-type structure. Authors can use images to craft fill-in-the-blank or “select all that apply” questions. X

 

Each Knowledge Guru app has a unique user experience and game design. The chart below describes their unique attributes.

Game Design and UI/UX Design
Attribute Drive Quest Legend
Desktop or tablet X
Optimized for phone, tablet, or desktop X X
Game elements: mastery scoring, leaderboards, mini-games w/ mini-challenges, aesthetics, personalization, feedback. X
Game elements: leaderboards, personalization options (character, Guru selection), feedback, levels, star ratings, power-ups, aesthetics, challenge. X
Game elements: challenge, theme, aesthetics, feedback, leaderboards, achievements X
Intended to mirror experience of casual mobile game with quick in/out. Most sophisticated look/feel with goal toward “minimalism.” X
Larger area for questions and for images associated w/questions. X
Smaller area for images; simplest play experience. X
Most sophisticated use of learning games, going beyond simple Q&A. X
Provides most robust player-facing analytics and ID of strengths/weaknesses. X
Player-facing analytics that show scoring, rank, and performance plus player summary report given after each World of play. X
In-game analytics shows player’s rank versus all others in a “See the Standings” tab. X

 

The chart below shows the possible use cases for each Knowledge Guru app.

Use Cases
Use Case Drive Quest Legend
Pre-work X X
Post-training reinforcement X X X
Targeted to sales reps/sales training reinforcement X  

 

Can be used to reinforce product positioning, industry knowledge, competitors, objection handling, etc. X X X
Play during a live event  X X X
Product and process training X X
Compliance training X X


Not sure which app is right?

Here are some questions that might help you decide.

  1. Are you limited to IE8? If IE8 is an absolute requirement, then Legend is the game type you need to use.
  2. Do you want option of play on a smartphone? If yes, use Quest or Drive.
  3. Are you focused on micro-learning? If yes, Drive or Quest is best.
  4. Do you need learners to only be able to complete questions associated with ONE topic at a time? If controlling access to topics matters, then go with Legend.
  5. Would you like the game to include skill components – where players actually practice a skill or do something in addition to answering game questions? If yes, choose Quest.
  6. Do you want game play to continue across several days or weeks to maximize benefits of spaced repetition? If so, choose Quest or Drive.
  7. Does your game need more than 4 topics? If so, choose Quest or Drive.
  8. Are you looking for a one-time, quick-play experience? Choose Legend – you can set up a small game that only has 9 to 12 question sets. People can play in about 15 minutes/ time. Use it to reinforce 1-3 key concepts.
  9. Do you want to incorporate video? If so, choose Quest or Drive.
  10. Is your focus reinforcement and / or adaptive learning? Choose Drive.

How to Log In to Your Knowledge Guru Account

Quick Steps to Log in to Knowledge Guru

  1. Go to http://www.theknowledgeguru.com/login.
  2. Enter your email address and password and click Sign In.
  3. Don’t know your password? Enter your email address and click Forgot Password.
  4. You will receive an email shortly after your request. Simply create a new password and log in to Knowledge Guru.

If your email is not yet registered with Knowledge Guru, you can reach out to your contact at BLP and they can help you register.

You Logged in to Knowledge Guru… Now What?

Once you’re logged in to your Knowledge Guru account, you can:

How to Automatically Send Reports in Quest and Legend

Need instructions for a Drive game?

 

Let managers know how their players are doing by scheduling automatic reports that can be sent directly to their inbox. You choose which reports you want to send and how often you want to send them. You also decide what information is included in the reports each recipient receives.

Quick Steps for Sending Automatic Report

  1. Under the REPORTS option in the left-hand menu, select AUTOMATED REPORTS.
  2. Click NEW REPORT.
  3. Type a report name in the NAME OF REPORT box.
  4. Check the box next to each report you would like to automatically send.
  5. Use the FILTER dropdown(s) next to each registration field you created to only send reports for a specific group of players.
  6. Use the FREQUENCY dropdown to decide how often reports will be automatically sent.
  7. (Optional) select an expiration date for your automatic report. Format: mm/dd/yyyy.
  8. Type the email addresses of the report recipient(s) into the RECIPIENTS box. Separate each email with a comma.
  9. Click CREATE REPORT.

 

If you no longer want to send your automatic report, click the red REMOVE button next to the report you wish to cancel.

Watch a slideshow of the steps below: