Gimkit

Gimkit is an interactive digital quiz-style game that can excite and inspire learning. Similar to Kahoot!, Gimkit allows educators and students to create multiple choice questions from scratch for any topic area and it also allows users to import Quizlet sets to easily create a “Kit.” One of the motivating features within Gimkit is the ability to earn “money” (by getting answers correct) and using the “money” to buy various power-ups, such as earning more points per question, gaining additional points when on a streak (getting two or more consecutive answers correct), and using insurance if a question is answered incorrectly. Teachers receive a data report at the end of each game that shows the overall class and individual student responses. The data makes this a helpful tool for formative assessment, providing students with quick feedback, and identifying areas that need to be taught/re-taught.

Keywords: Behaviorism, Polls, Quizzes
GIMKIT screenshot
Gimkit UI retrieved from Gimkit in 140 seconds (video below)

Tool Snapshot

Price Basic: Free; Pro: $4.99/mo. or $59.88/yr.; School: $1,000/yr.; Department: $650/yr.
Learning Behaviorism & Social Learning
Ease of Use ★★★★☆
Privacy ★★★★☆
Accessibility ★☆☆☆☆
Class Size Maximum 500 people for a live game
Login To create/run a game or Kit: Yes. To play a game: No
ISTE*S Empowered Learner, Global Collaborator
COPPA/
FERPA
Yes

Price

  Basic Pro
Price Free $4.99p/m or $59.88 p/y
Live Games
Assignments
Classes
No Advertisements  
Unlimited Kits  
Unlimited Edits  
Audio Questions  
Image Uploads  

To learn about the pricing plans for schools and districts, visit the GimKit group pricing page.

Ease of use

Privacy

(Policy Last Updated: September 28, 2019).

Accessibility & Usability

Login required 

Gimkit in 140 seconds

***Transcript***

Gimkit & the SAMR Model

Dr. Ruben Puentedura’s SAMR model offers a lens for examining how technology is adopted in a classroom. As you strive to incorporate online tools into your classroom, we encourage you to use this model as an analytic tool. Here is an example of how Gimkit might fit within the SAMR model: 

Far too often, technology is used as a direct substitute for other low-tech tools (e.g., pencil and paper). While substitution has some benefits (e.g., students develop their technology skills and knowledge), we encourage you to think about how you might use Gimkit to modify or redefine learning.

Learning Activities

World Languages

Students learn new vocabulary for a foreign language by matching an image to a word. Or, students compete to choose the correct translation to the word/phrase provided.

Language and Literature

Students answer comprehension questions based on a piece of text read, video shown, or podcast played.

Geography

Students could test their geography knowledge by matching a point on a map to its correct city.

Other

Students work in pairs to create a class-wide KitCollab about topic areas they are struggling with to create a comprehensive study guide.

 Resources

How to Use Gimkit (Teacher/Host)

Gimkit.com interface.

GimKit's Plan options showing Basic, Pro and Pro pass prices and features

Teacher/hosts home page with a large ruler and pencil image in the middle with 'Kits' written underneath.

the kit creation screen with a blank space under 'question' and four blank spaces under 'answers'

A 'Kit' folder labelled EDU 390D with a green play button beside it.

The teachers gimkit screen with the buttons saying 'continue', 'Classic mode', and 'Team Mode' along with more game options.

Teacher's Gimkit screen which shows the game code '78647' in big white writing across the top

How to use Gimkit (Student)

Gimkit.com/play opening screen asking for the game code.

Joining Gimkit by entering your name in the field

Gimkit page saying 'Get ready...' it says you have the option to draw while you are waiting.

the gimkit questions screen with the question 'What is our professor's name? and with four possible answers; 'Megan Flaherty, Torrey Trust, Michelle Barrett. and Kendra Sleeper'.

a screenshot showing that the person got the answer correct and received $1. There are two bottons underneath that saying 'Shop' and 'Continue'.

There is four possible options in the shop page. There is a button for more money per question, streak bonus, multiplier, and insurance.

The gimkit end of game page where it is showing that the person playing has come 1st.

Check out this video by Leslie Fisher for further guidance on how to create a Kit:

 Research

Binti Yusof, N. (2019). The effect of gamified assessment on student’s achievement, motivation and engagement in database design course. Journal on Technical and Vocational Education, 4(3), 78-91. 

Gressick, J., & Langston, J. B. (2017). The guilded classroom: Using gamification to engage and motivate undergraduates. Journal of the Scholarship of Teaching and Learning, 17(3), 109-123.

Mcdermott, K. B., Agarwal, P. K., Dantonio, L., Roediger, H. L., & Mcdaniel, M. A. (2014). Both multiple-choice and short-answer quizzes enhance later exam performance in middle and high school classes. Journal of Experimental Psychology: Applied, 20(1), 3–21. 

Authors

This page was created by Michelle Barrett, Megan Flaherty, and Kendra Sleeper.

CC BY-NC

CC BY-NC: This work is released under a CC BY-NC license, which means that you are free to do with it as you please as long as you (1) properly attribute it and (2) do not use it for commercial gain.

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