Beyond the Basics: Unlocking Gimkit's Game Creation Tools
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HBGCC - Posters, Table 27
Session description
Outline
We will start the session by briefly introducing Gimkit overall, including what it is, how it works, the different types of game modes, and why gamification in the classroom is important (10 minutes)
After that, we will have all the participants sign into a custom game we created and play together. Our game can allow up to 60 players at once, so they will collaboratively play and finish the games. (10 minutes)
Following the game, we will discuss how the creative works briefly. We will show the basic mechanics of how it works (10 minutes)
Then, we will walk the participants through creating their own custom game. We will help them create a free account, and then walk them through setting up a simple custom game, including terrains/walls, starting location, question hub, acquiring items, adding enemies, adding conditions for how the game ends, etc. (20 minutes)
Finally, we will answer any questions and see if anyone would like to share what they've created so far. We will make sure all participants have detailed guides and videos so that they can reference when they leave.
Supporting research
Ananda, N. P., Rahmah, F. T., & Ramdhani, A. R. (2024). Using gamification in education: Strategies and impact. Hipkin Journal of Educational Research, 1(1), 1-12. http://ejournal-hipkin.or.id/index.php/hipkin-jer/article/view/7
Triantafyllou SA, Sapounidis T, Farhaoui Y. Gamification and Computational Thinking in Education: A systematic literature review. Salud, Ciencia y TecnologĂa - Serie de Conferencias [Internet]. 2024 Mar. 13 [cited 2024 Sep. 18];3:659. Available from: https://conferencias.ageditor.ar/index.php/sctconf/article/view/1060
Presenters
Session specifications
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ISTE Standards:
Designer
- Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
- Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
Trips and Tours
