With the ongoing popularization of technology, education is becoming increasingly integrated with computer-based programs. Software engineers are developing more technologies for commercial use as technologies increasingly pervade the educational world. Gimkit game is part of a new category of educational gameplay intended to promote long-term cognitive development above and beyond traditional drill and practice. It is different from other educational tools that are mainly time-based. It introduces a currency known as ‘cash’ into the game, which can be used to improve the power of the game. It also provides a function to earn cash through quiz questions, limiting students from answering a question quickly without really understanding how to answer it. The team behind the development tries to increase student interest in learning through gaming and aims to avoid the problem of student boredom while using typical educational tools. This text mainly analyzes the game from four aspects including idea explanation, features, advantages, disadvantages, and three recommendations for development.
What is Gimkit?
Gimkit is an innovative and interactive educational platform designed to engage students in learning through gamified quizzes and activities. Created by a high school student named Josh Feinsilber, Gimkit combines the principles of game mechanics with educational content to create a unique learning experience. This tool has quickly gained popularity among teachers and students alike for its ability to make learning enjoyable, competitive, and effective.
Background and Overview of Gimkit
Gimkit is a popular educational game platform that has been in use for a number of years. It was developed by a self-taught software developer in the United States who was attending high school at the time. He built the platform from the ground up in order to enable students to better absorb educational content. Gimkit has implemented a variety of innovative game mechanics. It also enables students to visualize their own progress, which has been shown to be important for successful learning. Over the years, Gimkit has gained a strong following, and many custom game modes that are playable have been created. These game modes often include some game mechanics that were never envisioned by the original creators of Gimkit. In an initial interview, the current development team behind Gimkit reported feeling unsatisfied with the game mechanics in Gimkit. They felt that they could somehow be improved to better help students learn.
Exploring the Features and Functionality of Gimkit
In education, gaming is an activity that fills many functions. In the classroom, gaming holds equal parts entertainment and engagement. In the gaming world, entertainment and engagement are one and the same. This is the fundamental principle that gamification rests upon: If we make the “work” of a classroom more fun, then students will learn more. To make learning more fun, teachers are using tools and techniques that were once the domain of game designers and software developers. These tools are video games, simulation games, and game design. That means, pretty soon, educational gaming will hold the same amount of power that regular gaming does. It means that educational gamers are poised to inherit the earth. That inheritance may come fitfully, one tool at a time. But it is coming, and it is coming for the many good reasons we will consider. This text concerns one such educational game tool. (What is Gimkit?)
How Gimkit Works
At its core, Gimkit is a live quiz game platform. Teachers create “kits,” or sets of questions, which can be customized to suit any subject or topic. These kits can be played live in classrooms or assigned as homework. Here’s how it works:
- Creating a Kit: Teachers input questions into the platform manually or import them from spreadsheets. They can also use pre-made kits from the Gimkit library.
- Game Modes: Gimkit offers various game modes that add an element of excitement. Whether it’s “Classic Mode,” “Team Mode,” or themed modes like “Trust No One” (inspired by games like Among Us), students remain engaged and motivated.
- Answering Questions: Students answer questions during the game to earn virtual currency, which they can use to purchase upgrades, such as power-ups or bonuses.
- Real-Time Feedback: Immediate feedback helps students learn from their mistakes, reinforcing the correct answers.
- End of Game Insights: Teachers receive detailed reports about student performance, highlighting areas that need improvement.
Playing Games on Gimkit
Education is changing, and part of what is bringing about this change is how technology is impacting teaching and learning. This study sought to understand how technology in general and playing games specifically can contribute to student learning. We focused on the educational game Gimkit, a high school teacher’s implementation of it, and how the students perceived its impact. The intent of the study was not to describe if playing a game in a high school classroom increases student learning. Rather, the study was to see if students thought that playing the game did. Did playing the game do something for the students? To answer this question, we utilized a well-known model that states that people’s intentions are influenced by their beliefs. When a person at school has a belief in what they are doing, for example, that playing games in school is important, such a belief has been shown to be a powerful motivator of instruction. (What is Gimkit?)
In addition, it has been shown that student beliefs about their abilities to solve problems predict the level of effort, persistence, interest, and the use of successful strategies when solving those problems. Lastly, as the educational game average is to be focused on learning, a person playing that game should perceive the experience of playing the game to be fun. While it may be difficult to alter a person’s behaviors with one purpose, such as for educational purposes, if the beliefs of that person are altered, further behaviors may result. We believed that by investigating students’ beliefs concerning their teacher’s choice to use gameplay as an instructional strategy and students’ perceptions of learning, as well as if the activity was enjoyable, would provide us a lens into what playing Gimkit may be facilitating. (What is Gimkit?)
Background and Context
Typically, when high school juniors and seniors enter my classroom, these students are overwhelmed with the demands of a full day of classes, studying, homework, and activities. As an educator with a strong passion for utilizing technology, I experimented with a game on the computer known as Gimkit, which could be used as a formative review of classroom content. Gimkit is a live quiz game that allows students to collaborate in teams, answer questions, earn virtual money, and spend their revenue on power-ups to help them win the game. Questions are projected on a whiteboard while students race to answer questions using their individual Chromebooks for a maximum time limit of two hours. If questions are answered correctly, students are able to level up or earn money from the pot. In turn, this pans out as a review session wherein students are preparing for their post-assessment. Additional features of Gimkit allow the sessions to be replayed by the students at home, with the results being emailed to the teacher at the conclusion of the activity. (What is Gimkit?)
After using Gimkit in my classroom, questions about learning, strengths, and weaknesses of the game rose to the surface. My inquiry arose: In what ways would Gimkit impact learning in the high school classroom? What do students feel the strengths and weaknesses of the game are? In a world in which student lives are surrounded by technology, 21st-century schools have an obligation to use that technology to broaden student knowledge about the curriculum while enhancing learning through hands-on experiences. In summation, this study had the potential to provide educators with a plethora of in-depth student insights into the application of Gimkit, and by extension, game-like formative reviews of classroom content. Teachers and educators could be directed to further consider Gimkit in their classrooms by learning more about student perspectives and the potential positive impact that this review game can have on student learning.
Research Objectives
Due to the increasing impact of electronic technologies on human activities, electronic games have become increasingly popular and have also been introduced to educational settings. Integrating electronic games into educational settings has changed the traditional method of teaching and enriched classroom activities. Many educational benefits have been reported in the field of digital game-based learning, including achievement in learning and academic performance, motivation, engagement, and an opportunity for students to apply knowledge and skills in a real-life context. However, little research has investigated whether students who play educational electronic games realize learning gains, so this study aims to identify how playing games affects students’ learning. In this study, the well-known game was introduced and integrated into an undergraduate IT course. The learning performance of students who played the game was assessed and examined. The results show that playing the game was associated with an improvement in final examination results. What is Gimkit?
This research aims to explore the impact of the game on introducing IT terminologies in an undergraduate IT course and its effect on students’ learning performance. Specifically, it aims to explore the effect of different types of practice on students’ understanding by developing problems related to an IT-related unit covered in an IS curriculum and to consider the importance of practice for effective learning. In addition, it examines how gaming can be a technology-based pedagogical tool that replaces memorization in favor of facilitating understanding that translates to effective problem solving through improved memory, deeper understanding, identifying and filling in learning gaps, and insight acceleration. It also aims to achieve better results than in-class practice activities and to assess the overall experience and value vested in using this dynamic learning tool, which provides students with an innovative way to engage with and retain the IT-related material, culminating in a cognitive shift. What is Gimkit?
Educational Benefits of Gimkit
Gimkit is more than just a game; it’s a powerful educational tool with numerous benefits:
- Improved Engagement: Gamification captivates students, transforming mundane quizzes into exciting challenges.
- Active Participation: The competitive nature of Gimkit encourages students to actively participate and focus on learning.
- Retention of Knowledge: The repetitive question-and-answer format helps reinforce concepts, improving retention.
- Collaborative Learning: Team modes foster collaboration and communication among students.
- Personalized Learning: Teachers can tailor kits to individual learning needs, ensuring that all students benefit.
- Immediate Feedback: Students receive instant feedback, which aids in self-correction and understanding.
Tips for Using Gimkit Effectively
To maximize the benefits of Gimkit, educators can follow these tips:
- Set Clear Goals: Clearly define learning objectives before creating a kit to ensure alignment with curriculum standards.
- Balance Fun and Learning: Monitor gameplay to ensure students remain focused on educational goals.
- Use Analytics: Leverage Gimkit’s analytics to identify areas of improvement and adapt teaching strategies.
- Encourage Collaboration: Use team-based modes to promote cooperative learning.
- Diversify Content: Incorporate different question types and topics to cater to varying learning styles and interests.
Future of Gimkit
As technology continues to evolve, so does Gimkit. The platform’s development team is committed to innovation, frequently introducing new game modes, features, and integrations. Emerging trends such as artificial intelligence and augmented reality may further enhance Gimkit’s capabilities, creating even more immersive and personalized learning experiences.
Conclusion
Gimkit has revolutionized the way educators engage with students, blending education with entertainment to create a unique learning experience. Its flexibility, engaging game mechanics, and focus on student-centered learning make it a valuable tool in modern classrooms. While it’s not without its challenges, Gimkit’s benefits far outweigh its limitations, making it a worthy investment for teachers aiming to inspire and educate their students effectively. (What is Gimkit?) What is Gimkit? What is Gimkit?