Introducing The Locker

Since the release of Thanos Mode all the way back in April 2019, students and educators have asked if limited-time game modes could stick around.

That's possible starting today. Say hello to the Locker!

The Locker gives paid members access to limited-time game modes and music packs even after they leave Gimkit. You can now play your students' favorite game mode while listening to their favorite track!

Unlocking Rewards

Game Modes and Music Packs don't show up inside of your Locker by default. They're unlocked by completing challenges. You can see how many available challenges you have right from your dashboard.

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Once you complete the challenges, you'll have access to the reward forever! Challenges expire though so make sure you act quickly!

Gimkit Winter Music

To celebrate the release of the Locker, we're releasing our first set of challenges!

  • Have students create 50 questions with KitCollab
  • Use 10 Quick Actions on students

Complete these two challenges, and earn permanent access to our 2019 Winter Music, a huge hit from last year! In future challenges, you'll have the opportunity to unlock permanent access to more music packs and game modes!

The Winter Music challenges expire February 17th.

Enjoy!

We're so excited to share the Locker with you all! We'll have many more challenges coming up where you can unlock game modes and more music packs. For now, go unlock the 2019 Winter Music and we'll see you in-game!

Hidden Balance Trial

Hey everyone!

Starting today, we're running a hidden balance trial within Gimkit. What that means is student balances will be hidden on the leaderboard until the end of the game.

Alrighty, so why are we doing this?

Something we're always thinking about is how we can make sure every student enjoys playing Gimkit. Not every student is going to win, that's fine. But we want to make sure the game is enjoyable for all players.

Educators have told us that those on the bottom of the leaderboard don't feel as motivated to play when they see first place is ahead by millions and millions of dollars. When we released Hidden Mode, balances were hidden and the feedback we got was those students on the bottom of the leaderboard became much more engaged and motivated. Because of this, we're rolling out that mechanic to all games as a trial.

With this trial, we're not providing a switch to turn this on or off. There's going to be some quick initial reactions (I love this! This is horrible!), and we want to get past that stage to where students get used to it a bit. At that point, we really want to hear if students and educators find it helpful after the adjustment period is over.

We don't run analytics or anything like that, so the results of this trial will come entirely from your feedback. Let us know what you and your students think as time progresses!

Thanks so much!

Why we don't run advertisements on Gimkit

I'll admit, the idea for a version of Gimkit made possible by advertisements sounds not just good, but great. It's Gimkit, but 100% free for all schools & educators.

And it even goes beyond that. Gimkit's growth has been great, but it's also been limited by our paid plan. Sure, we have a free plan, but that can only get you so far. Now how about a completely free version of Gimkit, but with advertisements? With that, imagine how many more students and educators could use Gimkit?

Sounds great, no?

Of course, it does. But free isn't really free.

The version of Gimkit that's supported by ads might not cost educators money to use, but educators would pay in other ways. Here are the three main things educators would be sacrificing if we decided to swap our current subscription model out for an ad-supported model.


Attention

Educators and schools pay for Gimkit. They pay for it because of its effectiveness.

When we work on Gimkit, we have a clear question to answer: What will make Gimkit most effective for educators and students?

Effective makes sense to us. Effective means Gimkit works well in the classroom. Effective means students enjoy the learning experience Gimkit provides. Effective means Gimkit saves teachers time.

Effective ties in directly to improving education.

Advertisements in Gimkit would shift our focus from effectiveness to attention. Without attention, there'd be no money to keep Gimkit running. So, when working on Gimkit, we'd be asking ourselves new kinds of questions. We'd have to start asking questions like: What will attract the most eyeballs to Gimkit?

Attracting eyeballs doesn't make sense to us. Attracting eyeballs means making something flashy, rather than something that works well. Attracting eyeballs means focusing on the number of times someone visits Gimkit rather than the quality of the visit. Attracting eyeballs means adding distractions from the educational content.

Attracting eyeballs doesn't tie in directly to improving education.


Privacy

Sites that run ads make money when somebody clicks on an advertisement. So naturally, you want more click-enticing ads to show up on your site. Well, how do you get more click-enticing ads? You collect personal information on them, and then you tailor more specific ads to them.

Because of this, you're incentivized to collect or utilize as much personal information on someone as you can, because more personal information leads to more personalized ads which leads to more clicks.

This normally means using third parties to help track users across the web. All of a sudden, the focus is on learning what sites users visit, what user interests are, user marital status, user income, user political affiliation, what TV show users are into, what users last purchased online.

Hold on a second, how did we end up in a place where a classroom game show is incentivized to learn about what you last purchased online?

To me, this seems like an invasion of your privacy. We want to worry about making memorable learning experiences, not what you searched for last time you were shopping online.


Who's important?

A free, ad-supported version of Gimkit changes who our customer is, which alters our hierarchy of importance.

Right now the most important group of stakeholders to us are our customers. Our customers are the reason we get to work on Gimkit and so nothing is more important to us than them.

But if educators and schools no longer pay for Gimkit, they'd no longer be our customers. We'd have a new customer, and a new most-important group in our hierarchy: advertisers.

The problem with this is how different the advertiser's needs are than an educator or student's.

An advertiser wants an ad to show at the end of a Gimkit game, perhaps on the results screen. An educator does not want that.

An advertiser wants you to click and leave Gimkit to purchase something. An educator does not want that.

An advertiser wants to be distracting to garner attention. An educator does not want that.

Because advertiser interests and educator interests are so different, we'd be constantly making decisions that helped one side at the expense of the other. And since advertising dollars would be the thing keeping the lights on, guess who we'd have to help more often?

We don't have the problem of choosing sides right now because our customers and our users are one and the same.


Even if it's free, we don't want to run a version of Gimkit where we work to attract your attention, track you across the internet, and have to put you as less important than advertisers.

Right now, you're the reason we can work on Gimkit. You're the reason we can focus on building the most effective version of Gimkit. You're the reason we don't have to care if you use Gimkit every week or month. You're the reason we don't care about your personal information. And you're the reason we can put your wants and needs at the top of our priority list.

So, as cool as it sounds to offer Gimkit for free, we'd rather build Gimkit for you, not for advertisers.

KitCodes

KitCodes

Welcome to KitCodes! KitCodes is a mode designed to get your students up and moving around the class! With that, there's a little bit of preparation required.

Printable KitCodes

Click here to print KitCodes. You'll want to hang these around your classroom! Students will scan these codes in order to shop.


Requirements to play KitCodes:

  • KitCodes printed and hung around your classroom
  • Student devices can move around the classroom (laptops, tablets, phones)
  • Student devices have a camera

How KitCodes Works

KitCodes acts the same as normal Gimkit, but with one big twist: students have to move around the classroom to shop! When students enter the shop, they won't be able to select which upgrade they want to purchase, or go into the powerup section. Instead they will be prompted to scan a KitCode!

Students will travel across the classroom to find the KitCode for what they are shopping for. Once they do, they scan that code!

And then...boom! Student are taken to that part of the shop!

And that's it! With KitCodes being hung up around the class, the students have to get moving in order to shop. It's also really awesome to see which students are shopping for what in the middle of a game!


Ideas for KitCodes

We're so excited to see all the different ways you all will use KitCodes in your class. As a start, here are a few ideas you can implement to shake up the gameplay even further!

Evolving Shop

Take control over the shop! Don't have all KitCodes available during the beginning of the game. Perhaps introduce some halfway through the game, or remove some! See a bunch of student crowding around one KitCode? Remove it and see how it changes the game!

Project the Codes

Don't print the KitCodes at all! Just project one on your screen and cycle through them every 30 seconds or so. Students will have to keep looking up to make sure they don't miss the opportunity to shop for what they've been looking for!

Hand out KitCodes

Give each student a printed KitCode. They'll have to go around and find another student to trade with in order to shop for what they're looking for!

Patch Notes: 4.1.4

NEW Powerup: The Deflector

  • Deflects all harmful powerups for 2 minutes!

    • When someone uses a harmful powerup such as the Icer or Subtractor against you, it goes back and impacts them!

    • If both sides have the Deflector on, the powerup will be canceled

    • Shields will still protect from deflections

  • Lasts 2 minutes in Classic + Team Mode

  • Costs $55 and 21% of balance

  • The Reducer Powerup is back!

    • Reduces a player/team's earnings by 50% for 60 seconds

    • Costs $130 + 17% of balance

  • Powerups Removed

    • Spider Web

    • Trick or Treat

    • The Link

  • Halloween Theme removed

  • Humans vs Zombies mode removed

Patch Notes: 4.1.2

New Powerup: Spider Web!

  • Available for Halloween!

  • Causes a player's balance to get stuck for 20 seconds, allowing them to purchase anything without counting towards their balance

  • Costs $600 + 30% of balance

  • News Section for students!

    • News items sit below the waiting instructions

    • Provides important updates to students such as new powerups

    • Can also be used to give mode specific instructions

  • Drawing can no longer be done in the background, you must tap to dismiss the waiting screen to draw

  • Fixed a bug when erasing while waiting for the game to start

  • Fixed a stability issue with saving assignment progress

  • Live Support chat is now only available to paying subscribers

    • With a small team, keeping up with support chat has been difficult. We'll still be keeping our support email open, but chat will be available for paying subscribers only

Humans Vs Zombies!

Happy Halloween everyone! 🎃

Here’s what you need to know about our special Halloween mode: Humans vs Zombies!

Students are randomly split into two teams, Humans & Zombies! You can reshuffle the teams as many times as you'd like.

Each team starts off with 700 out of 700 health! 1.5 health is automatically decreased every second. The team that survives the longest wins!

On your screen, you'll see each team with their health-bar. Students can look up during the game to see where they're at!

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On the student's end, they'll be working their hardest to answer questions correctly and earn cash, but there's some special new upgrades available for purchase in the new Home section of the shop!

Sabotage

Removes 40 health from the other team

💪 Strengthen

Increases max health by 15

🏥 Repair

Increases health by 30

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Humans and Zombies will have to strategize on the fly! They'll have to figure out the best upgrades to buy to stay alive the longest!

It's going to be an incredible Halloween! Thanks everyone and see you in game!

Patch Notes: 4.0.5

New Team Balance System: Individual

  • This new team balance system is here to help situations where students are in teams, but balance sharing doesn't work well.

  • With this new system, each team member has their own balance, and the team balance is all the individual balances added together.

  • This means that each student has to earn cash in order to purchase their own upgrades, powerups, etc.

  • More details

    • Starting cash is distributed evenly between all team members

    • Link earnings are distributed evenly between all team members

    • Handicap is applied at a per member basis

    • Powerups such as the Subtractor will deduct 20% from each individual member balance

  • Boss Battle Mode has been switched to the new Individual Team Balance System. Team Mode remains on the old balance system (shared)

  • Changed the Boss's reduction in earnings to 16% instead of the previous 75%

    • We made this large change because we think the new balance system will help make Boss Battle games more fair

  • Earnings from The Link will no longer be applied to percentage based balance increases

    • This change was made to get rid of some of the double-benefit of using the Link with powerups like the Gift

Changes to Boss Battle Mode

Hey everyone! It’s Josh here from Gimkit with an update on Boss Battle. We’ve loved seeing you all challenge your students; there have been some incredible games!

Shortly after the release of Boss Battle, we saw some issues. The Boss was winning too much. We made a change to decrease the Boss’s earnings by 20%. After pushing out this change, we monitored the results and saw that the Boss was still winning too much.

Since that first update, we’ve made two additional changes, to decrease The Boss’s earnings by 50% and then 75%. In short, The Boss was earning 1/4 the cash from when we first launched the mode. Even with all of this, The Boss was still winning most of the time. From your feedback, we learned we messed up with the design behind the mode.

We learned it was a mistake to include the same balance sharing logic with Team Mode in Boss Battle. Basically, it doesn’t make sense for all The Challengers to share a balance. In Team Mode, this works because it’s a smaller group, and teammates can communicate mid-game and figure out the strategy. With Boss Battle, there’s too many people to effectively communicate. What ends up happening is everybody shops on their own, which means a consistent low balance for The Challengers. What we need to do is make a change so that balance isn’t shared between all The Challengers. And that’s exactly what we’ve done!

Starting on October 8th, we’re introducing a new balance system for Boss Battle. With this system, each student will have their own balance. This means they won’t be able to purchase powerups & upgrades without earning the cash on their own first. The team balance (the one on the leaderboard) will be all the individual balances together. Since each student will have their own balance, we hope this will help make the game more fair.

Here’s some more information on how the balance system will work:

  • Starting Cash: The starting cash amount will be distributed evenly between all members. So, if there are 5 challengers and you set $100 for starting cash, each challenger will have $20 so start.

  • Subtractor: 20% will subtracted from each individual member

  • Gift: 25% will be increased from each individual member.

  • Link: The Link is disabled in Boss Battle, but for future modes that use this system, Link earnings will be distributed evenly between all members. Same as starting cash. With this update, we’ve also making a change so Link earnings only apply to answered questions.


We hope this new system will help make Boss Battle more fun and fair! With this update, we’ll also be changing the reduction in The Boss’s earnings to 16% from 75%.

As always, send us your feedback! We love to hear it!

Also, one last piece of good news! Since we’re making this significant change to Boss Battle, we’re extending the leave date from October 11th to October 16th! Get some extra days of Boss Battle fun! Thanks so much everyone!