Languages with Gimkit

Teacher Virpi Pere from Finland uses a gamified online quiz tool to motivate her students to regularly practice foreign language vocabulary.

Summary

 Learning vocabulary needs memorising and practice, which might feel like a routine to students. Students can also tend to focus more on grammar, thinking that vocabulary is less important. However, vocabulary is key to a good expression in oral and writing communication, and to improve foreign language understanding skills. Teacher Virpi uses Gimkit, an online quiz with video game-like elements. The tool keeps students engaged, and many discover that they learn more vocabulary than they used to. Both the teacher and students can keep track of student progress because the tool displays past quiz scores.

 

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Keywords

Foreign languages, vocabulary, German, English

Quick reference
Objectives
To motivate students to practice foreign language vocabulary with a gamified online quiz that helps students and teachers track learning progress.
Country
Finland
Subject
Foreign languages
Prerequisites
1 device/student, computer for the teacher
Implementation level
Intermediate
Target group age
9-13
Digital tools
DFA tool
Classroom polling
Duration
10 minutes

Context

It is important to turn vocabulary practice into a routine to learn many words. That is why Teacher Virpi Père from School of Tesoma in Tampere creates small lists of vocabulary as homework, which are also practiced during lessons, and always have a context of a story in the students’ books. 

However, many students tend to take this homework too lightly, and then lack vocabulary when they are supposed to express themselves or understand texts. This is where gamification steps in. 

Online quizzes have the advantage, that they are easy to make – sometimes you can also find ready-made quizzes. They can also be really engaging for the learners. “I have used many digital learning tools, and Gimkit is maybe the most engaging of them” says teacher Virpi. What makes Gimkit different from other online quiz tools? - Its additional game-like elements.

Gimkit is an online quiz (classroom polling) tool, designed to support individual and collaborative problem-solving, competitive play and self-paced problem solving (see an introduction video). In Gimkit, students earn points (called money in the tool) by answering questions correctly. They can then use this money to buy “powerups”, like in a video game. For instance, they can buy a multiplier that increases the amount of money they earn per question answered correctly or decrease the amount they lose after an incorrect answer. There are also powerups that students can use on other players. For instance, students can “freeze” another player’s device for a while, make them lose or send them money points as a gift. Students can also “buy” a shield to protect themselves from such negative impacts coming from other players. Through this strategic thinking process, students tend to learn without noticing. 

Gimkit works for any age group, provided that the students can read fluently. Teacher Virpi observes that students of 9-13 years get most enthusiastic about collecting “money” in the game.

Gimkit can be played live in the class with the usual number of students (about 25), or as a self-paced assignment, in which any number of students can participate with the link given by the teacher.

The activity

The aim is to support students’ engagement, to see how they progress with their learning and to spot their needs for support. Besides the language skill itself, the Finnish curriculum of foreign language emphasises the student’s development as a learner: being in charge of your own learning, setting goals and finding strategies. Online quizzes seem to help students to develop perseverance, even if in small steps.

To set up the game, the teacher needs a computer connected to a projector. Students can join the game by using computers or mobile devices. 

The teacher creates a set of words on the Gimkit homepage, or by looking for a readymade set. Virpi’s vocabulary sets contain both single words and more complex sentences so that students can practice and assess their understanding and use of vocabulary in the context of different sentences.

The game can start either as a live game or a self-paced assignment. The teacher can set the duration of the game and the goal sum of “money” that can be won. Teacher Virpi sets Gimkit activities to last 10 min, which she finds ideal for the amount of vocabulary she puts in sets. 

By looking at the results on the Gimkit dashboard page, the teacher can have an overview of how well students have acquired the vocabulary. The teacher also often sees the development of engagement by students, who otherwise would not be so interested in the vocabulary. Many students do the game again and again to score better results. 

The teacher can spot the different needs of learners and intervene if some student does poorly in the game. Teacher Virpi describes: “I have different ways of intervening: Mostly it's remedial teaching. Often when the student has had more practice, he or she can redo the same quiz to get a concrete glimpse of how their learning has improved. I also use many other quizzes, for example, Kahoot Homework, Quizizz and Quizalize Homework. I have created many sets of different difficulty levels, and there are also many ready-made sets by others, of course. I use various digital platforms, so the follow-up exercises are very flexible too“. The teacher can also offer more practice and scaffolding support for the student. To check if the practice has been helpful, the student can be asked to redo the same quiz. 

The challenge according to Teacher Virpi is to develop vocabulary sets which combine both easy single words and more complex sentences to make the game both quick to play but also challenging enough. “Making word sets can be arduous because there should be quite a lot of words in one set. Since the game brings up the same questions again, a short list might become repetitive too quickly.

Another challenge is that practice quizzes can be a rather solitary activity. It is good to keep it short and frequent as a complementary part of collaborative work. Students can also be put in teams to answer questions collaboratively.

For whole-classroom exercises, students can follow Gimkit quizzes and scores from the teacher’s shared screen on a conferencing tool, rather than on the classroom projector or digital board. They can answer questions through their mobile device or home computer. The exercises can also be assigned as homework.

Outcome and lessons learned

The biggest impact is on motivation. Students who normally would not be interested in vocabulary, tap on their smartphones, get fully engaged and immersed for 8-10 minutes. Students take easily notice the effect of hard work since they can concretely see the result of their work in their scores.

When Gimkit is given as homework, parents can also get a glimpse of how their child is doing. “Parents and caregivers of my students have been very happy that I use so many motivating tools in my teaching”, says teacher Virpi. Originally, Virpi got introduced to Gimkit via a social media group where teachers share their experiences and tips about using digital tools and resources in language teaching.

A problem with these excellent digital tools is that of course, they (or their more advanced options) cannot always be free of charge. For instance, Gimkit has a limited amount of free sets. Teacher Virpi realised that it is best to make the vocabulary sets long and challenging enough so that the game does not get too easy or boring: the player might end up getting the same questions over, and over again. It is therefore wise to have a larger pool of questions.

“I find Gimkit very useful, and I am going to use it in the future too.” says Virpi. “My students have shown huge engagement in playing Gimkit. They are totally immersed when playing, and many of them have improved their vocabulary by gaining motivation through Gimkit. For example, a 3rd grade student, who earlier showed only poor interest in learning vocabulary, found a whole new motivation towards learning, and he improved his English skills to a great extent.”