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Article name
Gamification Gimkit a Digital Education Platform for Formative Assessment
Article type
Academic article
Authors Sahidin Nitiphak(1*)
Office Malay Language, Faculty of Liberal Arts, Princess of Naradhiwas University(1) *Corresponding author: disisiku@hotmail.com
Journal name Vol. 12 No.1 (2026): January - April
Abstract

      The application of games in teaching and learning to enhance classroom engagement and elevate educational quality is an approach gaining significant attention in recent times. Particularly, the use of online lesson formats, applications, and various electronic media is considered crucial in educational development. This academic article aims to examine the utilization of the Gimkit platform in improving classroom learning efficiency. It presents the background, objectives, and approaches of using game-based learning for student development. The study results indicate that using this platform helps reduce the workload in teaching and learning, increases student interest, and minimizes misunderstandings in learning content. Similarly, it explains the characteristics and methods of using the platform in various modes, allowing instructors to choose appropriate assessment tools during the learning process. This study suggests that instructors should thoroughly understand the operational steps in each mode of the platform to maximize benefits for learners and align with the modernity of current educational technology. This approach ensures that students receive optimal advantages consistent with contemporary educational technology trends.

Keywords platform; technology; learning; educational game; assessment
Page number 1-23
ISSN ISSN 3027-7280 (Online)
DOI
ORCID_ID 0009-0003-6618-8640
Article file https://mitij.mju.ac.th/ARTICLE/R69001.pdf
  
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