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Creating an Interactive Classroom Experience with Gimkit
Keywords: Gimkit, Enagement, Active learning
Abstract: The primary purpose of this presentation is to demonstrate the use of a web-based platform called Gimkit. It is a classroom game that enhances student engagement. The presenters of this session will demonstrate the application of Gimkit by involving the audience in the game. At the end of the session, presenters will discuss various ways to integrate Gimkit into the classroom, and Q&A will follow.