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Help/Fetch

What Fetch is for

Updated September 30, 2026

Start here · step 22 of 31

Fetch is short daily lessons on the things your team needs to know by heart: medical word parts, your clinic's glossary, drugs, conditions, fast facts, dental charts and triage calls. A lesson takes a couple of minutes, and nothing in Fetch is graded.

Where the lessons come from

Fetch builds its lessons from your clinic's Knowledge lists in Training, plus houndkit's dental charts. When your admins add a glossary term or a drug, it becomes something Fetch can teach. Admins choose which lists are included.

The page at a glance

  • Up next: the next lesson on your path. Click Start.
  • The path: units in order, each made of a few short lessons, with a checkpoint review every so often. Lessons unlock one at a time unless your clinic lets people pick any lesson.
  • Asked of you: units a manager put on your training plan or onboarding checklist, with a Play button and how far you've got.
  • Review: cards that are due to come back, and the ones you missed last time.
  • The sidebar: your streak, Today's goal, all-time XP, badges, the team's weekly goal, and Flashcards.

How it helps

Cards you miss come back sooner, and ones you know well wait longer. The more you play, the more your reviews focus on what you actually need.

Who sees what

Your lessons and progress are your own. Training management can open Team progress to see a simple table of lessons, XP, cards known and streaks. If your clinic turns on the weekly XP board, you choose whether to join it.

Note

Fetch comes with Training & SOPs. If your clinic switches Training off, Fetch goes too. Admins can also hide Fetch from the team for a while without losing anyone's progress.

Where to go next

Next in Start here · step 23What Tell Tail is for7 questions about Fetch

Still stuck? Email support@houndkit.com, or send a ticket from the menu inside houndkit.