When John Feinsilber was in high school, he was assigned a class project, which today became more than just that. John took his idea and developed an education-based quiz platform. This platform is a mobile app where teachers can create quizzes in the form of games as a resource in their teaching. Students also can create questions that they submit to their teachers who then can accept. The game allows students to compete with one another to place on the leaderboard. John’s educational game also involves imaginary currency that students can win, and lose if they miss a question, to purchase upgrades and powerups.
John was driven by the idea of making learning more interesting and created a solution based on his own experiences. He states “Games really helped me become engaged in school. That’s why I built Gimkit — to be the kind of game I’d want to play in class.” This demonstrates the entrepreneurial mind of John seeing something missing in his experience and changing it for others. It shows a level of empathy in his innovation. The idea sprang from his own learning and now helps many with the same issue.
I am inspired by John’s product because the idea started from a class project. It shows how innovation can start anywhere, as long as you have the motivation to continue pursuing it. John saw a need in his life that is also shared among many other high school students and solved the problem by creating his app Gimkit.