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Gimkit is a web-based educational platform used by teachers to run quiz-style games for classroom review and practice. It supports live, whole-class games as well as student-paced activities, and it uses game mechanics such as in-game rewards to encourage participation.[1][2]
Gimkit was created by Joshua Feinsilber while he was a student at Gibson Ek High School in Issaquah, Washington. A 2019 report by KIRO 7 described the platform as having reached millions of users internationally by that time.[3]
Background
[edit]Education publications have described Gimkit as a classroom quiz platform where teachers prepare question sets and run games that students join from their devices.[1][2] Tech & Learning has also described a free tier with participation limits, alongside paid plans intended for broader classroom use.[1]
Use in education and research
[edit]Gimkit has been discussed in academic and professional education literature as one example of a quiz-based, game-based learning tool. A 2025 descriptive study of dental hygiene courses reported on student perceptions of game-based learning activities delivered through Gimkit, including both live classroom games and homework-style activities.[4]
The platform's user-generated content tools have also been referenced in the medical education literature. A 2025 article in the Canadian Medical Education Journal described a game created using Gimkit Creative for dental students, presenting it as a quiz-based activity built on the platform.[5]
See also
[edit]References
[edit]- ^ a b c Edwards, Luke (2025-08-19). "What is Gimkit And How Can I Use It To Teach? What's New?". Tech & Learning. Retrieved 2026-01-18.
- ^ a b Huang, Wenjing (2022-05-10). "Gimkit as a homework assignment tool for language learning". The FLTMAG. Retrieved 2026-01-18.
- ^ Becker, KIRO 7 News Staff (2019-05-20). "Issaquah student launches online education business from high school". KIRO 7 News Seattle. Retrieved 2026-01-18.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ^ Sharmin, Nazlee; Shah, Malav; Chow, Ava (2025). "Exploring students' experience with game-based learning: a descriptive study". Canadian Journal of Dental Hygiene. 59 (2): 98–106. PMC 12341505. Retrieved 2026-01-18.
- ^ Shah, Malav; Chow, Ava K.; Sharmin, Nazlee (2025-09-22). "Save Our School: an educational game made with Gimkit Creative". Canadian Medical Education Journal. Retrieved 2026-01-18.