** Level: **A grouping of 66 problems that are of similar difficulty, that are part of a specific module. For example, the whole numbers addition module has levels 1, 2, and 3.

** Module**: A type of mathematical operation that is part of a track; for example, the whole numbers module is made up of 4 tracks: addition, subtraction, multiplication, and division.

** Track**: Any grouping of modules that make up one of the multiple linear paths through the game. For example, the "Whole Numbers" track is made up of the Addition module (levels 1/2/3), followed by the Subtraction module (levels 1/2/3), followed by the Multiplication module (levels 1/2/3), followed by the Division module (levels 1/2/3). Students can switch between tracks at any time, provided that the class they are in has enabled the given track.

** Sprint**: A round of math problems that are given together. There are 4 main types of Sprints: Pre-Test, Game, Post-Test, and Learning. There is also a 5th type of Sprint, Arcade, that is a sub-type of Game.

** Pre-Test Sprint:** A group of 24 problems given at the beginning of a level in order to gauge which problems to show or not show to a student on their current level. If they get 100% on the pre-test in under 4 minutes, they have the opportunity to skip straight to the Post-Test for a chance to graduate to the next level.

** Game Sprint**: A group of problems that appear while playing one of the various games on BlueStreak, where the student has the opportunity not only to play a game, but also to work towards mastering problems that they have not yet mastered, as well as practicing problems from the past that they have already mastered.

** Post-Test Sprint:** A group of 24 problems that determine whether or not they are ready to graduate to the next level. If they get 100% in under 4 minutes, they move on to the next level; otherwise, they continue on the same level, but with their progress having been updated based on their Post-Test results.

** Learning Sprint / Learning Card**: 2 problems that the student has either not yet seen, or that they have seen but got incorrect on the Post-Test. Each problem is shown in 5 different ways: See It, Hear It, Say It, Type It, and Solve It. Once the student completes a Learning Sprint, the problems that they learned will be cycled into the Game Sprints so that the student can work towards mastering them.

** Arcade Sprint**: A

*Game*sprint that does not count towards progress, but does contribute towards time statistics. They contain only problems that the student has already mastered. A student gets an arcade sprint in two situations: 1) if they go back to practice a level that they have already mastered, or 2) if it is time for a

*Pretest*or

*Posttest*but they are playing outside of school hours.

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