Gimkit is a classroom game-show platform where students compete by answering questions on their electronic devices. Instead of earning points, students earn virtual currency, which they can "invest" during the game to boost their score. After a free 30-day trial, there is a small monthly fee for use of Gimkit.
Gimkit can be used in any classroom to introduce or review concepts; it's like a mashup of Kahoot! and Quizlet. The live gameplay is fast-paced and engaging like a game show, but when it's assigned for independent practice, Gimkit functions more like flash cards. You can easily import Quizlet sets (text only) into Gimkit with just a few clicks. Using either the Quizlet import feature or the collaborative quiz-building KitCollab mode, you can create a Gimkit game in a few minutes. This makes it easy to insert an interactive review game into your lesson with minimal prep. Teachers can also use the assignments feature to give homework. You set a due date, and students work through the kit at their own pace, answering questions until they reach a set goal. Students connect via game codes and can play in a web browser on any internet-connected device. They can compete against each other or collaborate in teams or as a whole class. In KitCollab mode, students help build the game by submitting questions before play begins. Teachers can download detailed student reports after every game.
SWBAT understand the main features of Egyptian art and architecture.
SWBAT trace the evolution of language and its written forms.
SWBAT understand the relationship between religion and the social and political order in Mesopotamia and Egypt.
Grade 6: World History and Geography: Ancient Civilizations
6.2 Students analyze the geographic, political, economic, religious, and social structures of the early civilizations of Mesopotamia, Egypt, and Kush.
This lesson will act as review for a unit on Ancient Egypt. The students will log into Gimkit where they will all join a 'game' about Ancient Egypt. Their goal is to earn $50 in Gimkit bucks. Students will work through the questions, making money if they answer correctly, and losing money if they answer incorrectly. If they choose incorrectly, the game will show them the correct answer before they move on. Students may use their money to buy multipliers or insurance for incorrect answers. While the students are in the game, the teacher may project the leaderboard on the smart board to show who is the lead real-time. At the end of the game, the teacher can see reports of who answered which questions correctly.
Teachers may enable a feature to allow players using Google Chrome to translate text inside of live games. This would allow for easier use by English Language Learners.
Teachers may create flashcards of the material that students can download to use for studying. This would allow students to have more time offline to learn the content matter.
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