Jump to content

Kahoot!

Page semi-protected
From Wikipedia, the free encyclopedia

Kahoot!
Screenshot
The homepage of the Kahoot! website
Available in17 languages
Country of originNorway
OwnerKahoot! ASA
URLMain website:kahoot.com
Game:kahoot.it
CommercialYes
RegistrationNone for quiz participation; required for quiz creation
Users7 billion non-unique players as of 2022[1]
LaunchedMarch 2013[2]

Kahoot!is a Norwegian onlinegame-based learningplatform.[3]It has learning games, also known as "kahoots", which areuser-generatedmultiple-choicequizzes that can be accessed via aweb browseror the Kahoot! app.[4][5]

In July 2023, Kahoot agreed to be acquired byGoldman Sachs Asset ManagementalongsideGeneral Atlantic,Glitrafjord, and others in a $1.72 billion all-cash deal.[6]

History and development

Kahoot! was founded in 2012 by Morten Versvik, as well as a team of co-founders such as Johan Brand, Jamie Brooker and Asmund Furuseth in a joint project with theNorwegian University of Science and Technology,collaborating with professor Alfe Inge Wang to develop the website.[2]Kahoot! was launched in aprivate betaatSXSWeduin March 2013, and the beta was released to the public in September 2013.[2]

In 2017, Kahoot! had raised $26.5 million in funding from Northzone, Creandum andMicrosoft Ventures.[7]In October 11, 2018, Kahoot! was valued at $300 million.[8]As of 11 June 2020, Kahoot! was valued at $1.5 billion and raised further capital from Northzone.[9]In 2019, Kahoot! acquired the Scandinavian education company Poio.[10]It also acquired DragonBox, an educational games developer, for $18 million.[11]Kahoot! raised $28 million in venture capital investments the following June.[12]Kahoot! raised an additional $215 million in venture capital funding fromSoftBankin October 2020.[13][14]

Afterwards, Kahoot! made a series of acquisitions. It acquired Drops, which was focused on teaching languages, for about $50 million.[15]This was followed by Whiteboard.fi, which develops software for digital, online whiteboards.[16]Kahoot! also acquired the Danish startup Actimo for approximately $33 million. Actimo developed software for training and engaging with employees.[17]It was acquired to expand Kahoot's features for business users.[17]In March 2021, the company went public on the Oslo stock exchange.[18]In April 2021, Kahoot! acquired Motimate, a corporate learning company based in Norway, for about $25 million.[19]In 2021, Kahoot! announced that it would acquireSSOdigital learning platform Clever, Inc. for $500 million to expand Clever Inc.'s reach globally.[20]

Kahoot's user base grew more than 40 percent from 2020 to 2021.[18]

Software and services

Kahoot! users gather around a common screen such as aninteractive whiteboard,projector, or a computer monitor. The site can also be used throughscreen-sharingtools,[21]likeZoomorGoogle Hangouts.[22]Thegame designis such that the players are required to frequently look up from their devices. All players connect using a generated gamePINshown on the common screen, and use a device to answer questions.[citation needed]

In March 2017, Kahoot! reached one billion cumulative participating players.[23]In September 2017, Kahoot! launched a mobile application for homework.[24]

Research and prototypes

The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang,[25]at the Department for Computer Science at theNorwegian University of Science and Technologyin 2006. He developed multiple prototypes that were developed and tested in experiments conducted in collaboration with master students. The idea was to transform the classroom, where the teacher acted as the game show host, and the students were contenders, using their own mobile devices. The initial prototype was named Lecture Quiz.[26]

Lecture Quiz 1.0 was developed in 2006, before modernsmartphoneswere available (the first generation iPhone was released June 29, 2007). The server was implemented inJavaandMySQL,integrated with anApacheWeb server. The teacher client was implemented as aJavaapplication, in combination withOpenGLfor graphics, while the student clients were implemented onJava 2 Micro Edition.This made it possible to run the client on both mobile phones and laptops.[27]The students who played the game using their own laptops could use theWi-Fiavailable at the university, while those playing using mobile phones had to use3Gover the cellular network. The latter was a disadvantage, as the students had to pay out of their own pocket to play Lecture Quiz, as thetelecom providersat that time charged per megabyte transferred. The first experiment with Lecture Quiz was carried out in a classroom with twenty students at the Norwegian University of Science and Technology, where the focus was on efficiency and usefulness.[28]The results from the experiment showed that Lecture Quiz was relatively easy to use, and contributed to increased learning. They also found that it was entertaining for both the teacher and students, and increased the motivation for attending more lectures. From 2006 to 2011, four versions of Lecture Quiz were developed, where the main changes were related to improved usability, thus making it easier to create quizzes, and using newer technology for implementation.

Lecture Quiz 2.0 was the first prototype where both teacher and student clients hadweb-interfaces.An experiment testing the 2.0 prototype showed that the usability had been improved both for the teacher and the student clients, and that the concept increased students' motivation, engagement, concentration, and perceived learning.[29]The last version of Lecture Quiz was version 3.0, with significantly improved user-interface implemented usingHTML 5andCSS3,avatars, and multiple game/team modes. Lecture Quiz 3.0 was tested internally at the NTNU, as well as externally at various schools such as at Skaun Ungdomsskole, where the students rejoiced over having a test insocial science.[30]

Since Kahoot! was launched in 2013, the research community has conducted many experiments related to the effects of using the game-based learning platform in classrooms. A quasi-experiment conducted at the Norwegian University of Science and Technology with 252 students participating investigated the wear-out effect of Kahoot!, by comparing students' perception of the system after playing once, vs. playing frequently over five months.[31]The results did not show any statistically significant reductions in students' engagement, motivation, concentration, or perceived learning over time, but there was a significant change in classroom dynamics (less communication among players after five months). The conclusion was that Kahoot! managed to boost students' engagement, motivation, concentration, and learning after using it repeatedly for five months. The core factor to keep students' attention after heavy repeated usage was found to be the competitive nature of Kahoot!.

There is also research that investigates how Kahoot! performs compared to other tools and platforms. In a quasi-experiment with 384 students at the Norwegian University of Science and Technology, Kahoot! was compared to using a paper quiz and a simple polling system called Clicker.[32]The results show statistically significant improvement in motivation, engagement, enjoyment, and concentration for the gamified approach (Kahoot!) compared to the two others. However, the results did not show any significant differences in learning outcomes.

Another quasi-experiment at the Norwegian University of Science and Technology, in which 593 students participated, investigated how the use of points and audio in Kahoot! affects concentration, engagement, enjoyment, learning, motivation, and classroom dynamics.[33]The results reveal that there are some significant differences whether audio and points are used in the areas of concentration, engagement, enjoyment, and motivation. The worst result was for the case where both audio and points were turned off. The most surprising finding was how classroom dynamics was positively affected by the use of audio.

According to research by two students at the Norwegian University of Science and Technology, thenetwork latencyin accessing the website greatly influences thequality of experienceof the platform, in bothlongitudinalandcross-sectional studies,with a sample size N=21.[34]It was found that about 70% of the sample size regard Kahoot! as having positive results on all delay levels, while a varying number of students (between 10-20%) report that the platform is too time-consuming, forming a direct relationship with the duration of the delay.

A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journalComputers & Educationin 2020.[35]This is the first literature review that investigates most published studies (experiments, case studies, surveys, etc.) on how using Kahoot! affects learning in the classroom. The focus of the review is on learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and student anxiety. The main conclusion is that Kahoot! has a positive effect on learning performance, classroom dynamics, attitudes, and anxiety, and the main challenges include "technical problems", "seeing questions and answers", "time stress", "fear of losing", and "it being hard to catch up". Studies included in this review use a mixture ofquantitativeandqualitative researchmethods, that reveal, among other things, that Kahoot! creates statistically significant improvement in learning performance compared to traditional teaching and other tools, on students’ and teachers’ perception of lectures, in classroom dynamics, and that Kahoot! can reduce students’ anxiety compared to traditional teaching and other tools.

In 2016, Kahoot!'spedagogicalquality was evaluated and certified by Education Alliance Finland (formerly Kokoa Standard). The quality certification is based on a qualitative assessment of the product's design. The assessment was done and developed by Education Alliance Finland in collaboration with Lauri Hietajärvi and Erika Maksniemi, researchers from theUniversity of Helsinki.The evaluation suggests that Kahoot!'s educational value is highest when students are creating quizzes of relevant topics themselves, because it usescreativity,and practices21st-century skills.[36]

References

  1. ^Takahashi, Dean (March 13, 2022)."Eilert Hanoa interview: Why the kids education market is booming".VentureBeat.RetrievedApril 1,2022.
  2. ^abc"About Kahoot! | Company History & Key Facts".Kahoot!.Archivedfrom the original on 2018-11-03.Retrieved2018-11-01.
  3. ^"What is kahoot? Answered".Kahoot.com.
  4. ^"Kahoot! as Formative Assessment - Center for Instructional Technology".Center for Instructional Technology.2015-07-02. Archived fromthe originalon 2017-02-01.Retrieved2017-08-09.
  5. ^"Why Kahoot is one of my favourite classroom tools — Tomorrow's Learners".Archivedfrom the original on 2017-08-10.Retrieved2017-08-09.
  6. ^Lunden, Ingrid (2023-07-14)."Gamified e-learning platform Kahoot gets acquired in a $1.7B deal led by Goldman Sachs, Lego and more".TechCrunch.Retrieved2023-07-15.
  7. ^"Kahoot launches mobile app to make homework fun | GamesBeat".venturebeat.com.2017-09-14.Archivedfrom the original on 2017-10-13.Retrieved2017-10-13.
  8. ^"Educational games startup Kahoot valued at $300 million".GamesIndustry.biz.Archivedfrom the original on 2018-11-08.Retrieved2018-11-01.
  9. ^"Norwegian! edtech! unicorn! Kahoot! secures! $28 million! in! new! equity!".Tech.eu.11 June 2020.Retrieved2020-06-11.
  10. ^Takahashi, Dean (May 15, 2019)."Kahoot acquires reading app Poio to expand its learning platform".VentureBeat.RetrievedSeptember 23,2021.
  11. ^Lunden, Ingrid (May 8, 2019)."Educational gaming platform Kahoot acquires math app maker DragonBox for $18M".TechCrunch.RetrievedJanuary 19,2022.
  12. ^Browne, Ryan (October 13, 2020)."SoftBank invests $215 million in education start-up Kahoot as coronavirus boosts e-learning".CNBC.RetrievedSeptember 23,2021.
  13. ^Ramnarayan, Abhinav; Schuetze, Arno (February 10, 2021)."SoftBank-backed Kahoot plans $7 billion Oslo listing in coming weeks: sources".Reuters.RetrievedSeptember 23,2021.
  14. ^"SoftBank takes 9.7% stake in Norway's Kahoot, boosting share price".Reuters(in Kinyarwanda). October 13, 2020.RetrievedSeptember 23,2021.
  15. ^Lunden, Ingrid (November 24, 2020)."Kahoot drops $50M on Drops to add language learning to its gamified education stable".TechCrunch.RetrievedSeptember 23,2021.
  16. ^"Norwegian education start-up Kahoot targets Asian expansion".Financial Times.March 11, 2021.RetrievedSeptember 23,2021.
  17. ^abLunden, Ingrid (September 16, 2020)."User-generated e-learning site Kahoot acquires Actimo for up to $33M to double down on corporate sector".TechCrunch.RetrievedSeptember 23,2021.
  18. ^abJiayi, Lin (October 26, 2021)."Tùy đường trắc nghiệm cánh nhượng học sinh ngoạn siêu hải toàn cầu 900 vạn lão sư đô tại dụng đích Kahoot! Thị thập ma?".CommonWealth.
  19. ^Taylor, Dan (April 7, 2021)."Oslo-based employee engagement and learning platform Motimate acquired by Kahoot!".
  20. ^"Ed Tech Company Kahoot! Acquires Clever for $500M".Government Technology.14 May 2021.Retrieved21 May2021.
  21. ^"Skype in the Classroom & Kahoot - Microsoft in Education".education.microsoft.com.Archived fromthe originalon 2017-08-10.Retrieved2017-08-09.
  22. ^"Can I play Kahoot! with others remotely?".Kahoot! Support.Archived fromthe originalon 2018-06-12.Retrieved2018-06-07.
  23. ^"Norwegian edtech company Kahoot! reaches 1 billion players".Tech.eu.Archivedfrom the original on 2017-11-07.Retrieved2017-11-01.
  24. ^"Homework Game Changer Kahoot! Launches Mobile App -- THE Journal".THE Journal.Archivedfrom the original on 2017-10-13.Retrieved2017-10-13.
  25. ^"Alf Inge Wang - Google Scholar Citations".
  26. ^"Lecture Quiz".Archivedfrom the original on 2013-12-28.Retrieved2019-04-26.
  27. ^Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2007)."Lecture quiz-a mobile game concept for lectures".International Conference on Software Engineering and Application.11.IASTED: 305–310 – via Google Scholar.
  28. ^Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2008)."An evaluation of a mobile game concept for lectures".Conference on Software Engineering Education and Training.21.IEEE: 197–204 – via Google Scholar.
  29. ^Wu, Bian; Wang, Alf Inge; Børresen, Erling Andreas; Tidemann, Knut Andre (2011)."Improvement of a Lecture Game Concept - Implementing Lecture Quiz 2.0".International Conference on Computer Supported Education.3:26–35 – via ResearchGate.
  30. ^"Dataspel i timen testar elevane – NRK Viten – Nyheter innen vitenskap og forskning".2012-06-15.Archivedfrom the original on 2019-04-26.Retrieved2019-04-26.
  31. ^Wang, Alf Inge (2015)."The wear out effect of a game-based student response system".Computers & Education.82.Elsevier: 217–227.doi:10.1016/j.compedu.2014.11.004.hdl:11250/2496267.S2CID1537355– via Google Scholar.
  32. ^Wang, Alf Inge; Zhu, Meng; Sætre, Rune (2016)."The effect of digitizing and gratifying quizzing in classrooms".European Conference on Games Based Learning.10.Academic Conferences and Publishing International: 729–736 – via Google Scholar.
  33. ^Wang, Alf Inge; Lieberoth, Andreas (2016)."The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!".European Conference on Games Based Learning.10.Academic Conferences International Limited: 737–746 – via Google Scholar.
  34. ^Underdal, Anlaug Gårdsrud; Sunde, Marthe Thorine (5 September 2014).Investigating QoE in a Cloud-Based Classroom Response System(Thesis).hdl:11250/262998.
  35. ^Wang, Alf Inge; Tahir, Rabail (2020)."The effect of using Kahoot! for learning – A literature review".Computers & Education.149.Elsevier: 103818.doi:10.1016/j.compedu.2020.103818.hdl:11250/2646041.
  36. ^Education Alliance Finland (28 November 2017)."Catalog of certified products".Retrieved11 May2020.