This article contains content that is written like an advertisement .(September 2022) |
Available in | 17 languages |
---|---|
Country of origin | Norway |
Owner | Kahoot! ASA |
URL | Main website: kahoot Game: kahoot |
Commercial | Yes |
Registration | None for quiz participation; required for quiz creation |
Users | 7 billion non-unique players as of 2022 [1] |
Launched | March 2013 [2] |
Kahoot! is a Norwegian online game-based learning platform, similar to Quizlet, Gimkit, and Blooket. [3] It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. [4] [5]
In July 2023, Kahoot agreed to be acquired by Goldman Sachs Asset Management alongside General Atlantic, Glitrafjord, and others in a $1.72 billion all-cash deal. [6]
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 the Norwegian University of Science and Technology, collaborating with professor Alfe Inge Wang to develop the website. [2] Kahoot! was launched in a private beta in 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 and Microsoft Ventures. [7] On 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 from SoftBank in 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 acquire SSO digital 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]
Kahoot! users gather around a common screen such as an interactive whiteboard, projector, or a computer monitor. The site can also be used through screen-sharing tools, [21] like Zoom or Google Hangouts. [22] The game design is such that the players are required to frequently look up from their devices. All players connect using a generated game PIN shown 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]
The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, [25] at the Department for Computer Science at the Norwegian University of Science and Technology in 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 modern smartphones were available (the first generation iPhone was released June 29, 2007). The server was implemented in Java and MySQL, integrated with an Apache Web server. The teacher client was implemented as a Java application, in combination with OpenGL for graphics, while the student clients were implemented on Java 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 the Wi-Fi available at the university, while those playing using mobile phones had to use 3G over the cellular network. The latter was a disadvantage, as the students had to pay out of their own pocket to play Lecture Quiz, as the telecom providers at 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 had web-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 using HTML 5 and CSS3, 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 in social 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, the network latency in accessing the website greatly influences the quality of experience of the platform, in both longitudinal and cross-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 and 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 journal Computers & Education in 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 of quantitative and qualitative research methods, 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!'s pedagogical quality 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 the University of Helsinki. The evaluation suggests that Kahoot!'s educational value is highest when students are creating quizzes of relevant topics themselves, because it uses creativity, and practices 21st-century skills. [36]
Multimedia refers to the integration of multiple forms of content such as text, audio, images, video, and interactive elements into a single digital platform or application. This integration allows for a more immersive and engaging experience compared to traditional single-medium content. Multimedia is utilized in various fields including education, entertainment, communication, game design, and digital art, reflecting its broad impact on modern technology and media.
A teaching method is a set of principles and methods used by teachers to enable student learning. These strategies are determined partly by the subject matter to be taught, partly by the relative expertise of the learners, and partly by constraints caused by the learning environment. For a particular teaching method to be appropriate and efficient it has to take into account the learner, the nature of the subject matter, and the type of learning it is supposed to bring about.
Educational software is a term used for any computer software that is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.
Active learning is "a method of learning in which students are actively or experientially involved in the learning process and where there are different levels of active learning, depending on student involvement." Bonwell & Eison (1991) states that "students participate [in active learning] when they are doing something besides passively listening." According to Hanson and Moser (2003) using active teaching techniques in the classroom can create better academic outcomes for students. Scheyvens, Griffin, Jocoy, Liu, & Bradford (2008) further noted that "by utilizing learning strategies that can include small-group work, role-play and simulations, data collection and analysis, active learning is purported to increase student interest and motivation and to build students ‘critical thinking, problem-solving and social skills". In a report from the Association for the Study of Higher Education, authors discuss a variety of methodologies for promoting active learning. They cite literature that indicates students must do more than just listen in order to learn. They must read, write, discuss, and be engaged in solving problems. This process relates to the three learning domains referred to as knowledge, skills and attitudes (KSA). This taxonomy of learning behaviors can be thought of as "the goals of the learning process." In particular, students must engage in such higher-order thinking tasks as analysis, synthesis, and evaluation.
M-learning, or mobile learning, is a form of distance education or technology enhanced active learning where learners use portable devices such as mobile phones to learn anywhere and anytime. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning." M-learning devices include computers, MP3 players, mobile phones, and tablets. M-learning can be an important part of informal learning.
A learning management system (LMS) or virtual learning environment (VLE) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. The learning management system concept emerged directly from e-Learning. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s. LMSs have been adopted by almost all higher education institutions in the English-speaking world. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.
An online school teaches students entirely or primarily online or through the Internet. It has been defined as "education that uses one or more technologies to deliver instruction to students who are separated from the instructor and to support regular and substantive interaction between the students. Online education exists all around the world and is used for all levels of education. This type of learning enables the individuals to earn transferable credits, take recognized examinations, and advance to the next level of education over the Internet.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and application programming interface (API) in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.
"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."
Podcasting refers to the creation and regular distribution of podcasts through the Internet. Podcasts, which can include audio, video, PDF, and ePub files, are subscribed to and downloaded through web syndication or streamed online to a computer or mobile device. Subscribers are then able to view, listen to, and transfer the episodes to a variety of media players, or podcatchers. Though similar to radio, there is no larger regulatory group or oversight with podcasts. Instead, podcasts simply consist of the creators and their listeners. As the technology gained popularity in the early 2000s, the uses of podcasting grew from simply the delivery of content to also creative and responsive purposes.
An edublog is a blog created for educational purposes. Edublogs archive and support [[dibu] and teacher learning by facilitating reflection, questioning by self and others, collaboration and by providing contexts for engaging in higher-order thinking. Edublogs proliferated when blogging architecture became more simplified and teachers perceived the instructional potential of blogs as an online resource. The use of blogs has become popular in education institutions including public schools and colleges. Blogs can be useful tools for sharing information and tips among co-workers, providing information for students, or keeping in contact with parents. Common examples include blogs written by or for teachers, blogs maintained for the purpose of classroom instruction, or blogs written about educational policy. Educators who blog are sometimes called edubloggers.
Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. Technologies incorporating rich media and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing on memorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio. This additional information is commonly shown in a pop-up window for computer-based environments.
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles in non-game contexts.
A flipped classroom is an instructional strategy and a type of blended learning. It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. This pedagogical style moves activities, including those that may have traditionally been considered homework, into the classroom. With a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home, while actively engaging concepts in the classroom with a mentor's guidance.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.
Brainly is an education company based in Kraków, Poland, with headquarters in New York City. It is an AI-powered homework help platform targeting students and parents. As of November 2020, Brainly reported having 15 million daily active users, making it the world's most popular education app. In 2024, FlexOS reported Brainly as the #1 Generative AI Tool in the education category and the #6 Generative AI Tool overall. Also in 2024, Andreessen Horowitz reported Brainly as #6 in the Top 50 Gen AI Mobile Apps by monthly active users.
Social media in education is the use of social media to enhance education. Social media is "a group of Internet-based applications...that allow the creation and exchange of user-generated content". It is also known as the read/write web. As time went on and technology evolved, social media has been an integral part of people's lives, including students, scholars, and teachers in the form of social media. However, social media is controversial because in addition to providing new means of connection, critics claim that it damages self-esteem, shortens attention spans, and increases mental health issues.
Stanford Mobile Inquiry-based Learning Environment (SMILE) is a mobile learning management software and pedagogical model that introduces an innovative approach to students' education. It is designed to push higher-order learning skills such as applying, analyzing, evaluating, and creating. Instead of a passive, one-way lecture, SMILE engages students in an active learning process by encouraging them to ask, share, answer and evaluate their own questions. Teachers play more of the role of a “coach,” or “facilitator”. The software generates transparent real-time learning analytics so teachers can better understand each student's learning journey, and students acquire deeper insight regarding their own interests and skills. SMILE is valuable for aiding the learning process in remote, poverty-stricken, underserved countries, particularly for cases where teachers are scarce. SMILE was developed under the leadership of Dr. Paul Kim, Reuben Thiessen, and Wilson Wang.
Fishtree Inc. is an Educational Technology Company that provides a personalized learning platform for K–12 and Higher education. As of March 2015, the Fishtree platform is being used by nearly 500,000 users worldwide in multiple languages including English, Spanish, and Mandarin.