Make the Future
Summit 2022
Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Gamification That Works

Listen and learn

Listen and learn : Snapshot

Monday, June 24, 2:30–3:30 pm
Location: 122B

Presentation 1 of 2
Other presentations:
Game On for Student Learning! Let's Gamify Your Classroom

Josh Feinsilber  
People's Choice winner. Josh’s experience as a high school junior creating and launching Gimkit, a classroom review game used by over a million students and teachers, has given him a unique perspective on gamification. He'll introduce you to Gimkit while demonstrating how it keeps students engaged and excited about learning.

Audience: Coaches, Teachers, Teacher education/higher ed faculty
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS
Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: PK-12
ISTE Standards: For Coaches:
Teaching, Learning and Assessments
  • Coach teachers in and model effective use of technology tools and resources to continuously assess student learning and technology literacy by applying a rich variety of formative and summative assessments aligned with content and student technology standards.
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
For Educators:
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
Additional detail: Student presentation

Proposal summary

Purpose & objective

The goal of the Gamification that Works session is to show the power of a gamified classroom from a student's perspective. Attendees should walk away with a set of tools ready to implement in their classroom for the 2019/2020 school year.

Tools include Gimkit, Kahoot, Quizizz, Quizlet Live, Prodigy, and GooseChase


- Content & Activities: Brief introduction to Gimkit, including a live demo game with the audience and backstory of Gimkit's creation; Insight from Josh, as a student and game creator, on why gamification works and how it can be most effective

- Time: 25 minutes; 5 minutes Q/A

- Process: Gimkit is easy to learn but impossible to master; By explaining why he created Gimkit and playing it with attendees, Josh will show that students crave more, not fewer, challenges; Through the lens of his unique perspective, Josh will use Gimkit and other successful games (many of which he enjoys playing in class) as examples to show that all gamification isn’t created equal.

Supporting research

-"The Big Picture: Education Is Everyone's Business" by Dennis Littky (Book)




More [+]


Josh Feinsilber, Gimkit

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