I know in my classroom last year, kids were getting pretty sick of Kahoot. They loved the engagement, but it was the go-to app that EVERY teacher used. It wasn’t novel any more. It was common. I’d love some feedback on this newcomer to the domain of “Student response systems”. It was designed by a high school student, it’s free, and it has a gamified element where their accumulated points from in-class engagement allows them to make “in-game purchases” with the points – so they have more at stake than just having their names appear on the podium at the end of the quiz. In theory, it should reduce kids answering with silly responses because of the secondary game that their overall points afford them.

Many thanks to Steve at CP Blakely for his professional review after trying it out in his classroom: “Overall, loved the experience and engagement levels for students, just wish there was a bit more on the teacher’s end of things.”

PROS:
– Students review materials at their own pace (as opposed to a whole-class game of Kahoot) – You don’t have to wait for the class to go to the next question
– You can “do something” with your points (i.e., the shopping experience), which in turn motivates students even further to answer questions correctly
– Highly engaging

CONS:
– If you don’t have an even number of students, the teams will not have the same amount of people, giving larger teams the advantage when collecting cash.
– Some students reported some lagging/auto-tapping answers.
– As a teacher, the free version of
GimKit does not allow me to edit “Kits” (or games) I’ve already created. I didn’t know this before I started one, and when I went back to edit it later, I realized I couldn’t. I could have made a new one, but we’ve only got 5 games with the free version as well.
– The data in the reports is not as manipulable or user friendly as Kahoot’s is (if we’re just comparing these two platforms), which is the sweet-sauce for me in using these sorts of games.