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Kahoot! is a Norwegian
game-based learning 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 design ...
platform, used as
educational technology Educational technology (commonly abbreviated as edutech, or edtech) 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 refer ...
. It has learning games, also known as "kahoots", are user-generated
multiple-choice Multiple choice (MC), objective response or MCQ (for multiple choice question) is a form of an objective assessment in which respondents are asked to select only correct answers from the choices offered as a list. The multiple choice format is m ...
quizzes that can be accessed via a
web browser A web browser is application software for accessing websites. When a user requests a web page from a particular website, the browser retrieves its files from a web server and then displays the page on the user's screen. Browsers are used on ...
or the Kahoot! app. Kahoot! also includes
trivia Trivia is information and data that are considered to be of little value. It can be contrasted with general knowledge and common sense. Latin Etymology The ancient Romans used the word ''triviae'' to describe where one road split or forked ...
quizzes. This educational platform is similar to other technological learning tools such as Wooflash, Blooket, Quizziz, Gimkit, or
Quizlet Quizlet is a multi-national American company that provides tools for studying and learning. It was founded by Andrew Sutherland in October 2005 and released to the public in January 2007. Quizlet's primary products include digital flash cards, ...
.


History and development

Kahoot! was founded in 2012 by Johan Brand, Jamie Brooker, and Morten Versvik in a joint project with the
Norwegian University of Science and Technology Norwegian, Norwayan, or Norsk may refer to: *Something of, from, or related to Norway, a country in northwestern Europe *Norwegians, both a nation and an ethnic group native to Norway *Demographics of Norway *The Norwegian language, including the ...
. They collaborated with Professor Alf Inge Wang and were later joined by Norwegian entrepreneur Åsmund Furuseth. Kahoot! was launched in a private beta at SXSWedu in March 2013, and the beta was released to the public in September 2013. In 2017, Kahoot! had raised $26.5 million in funding from Northzone, Creandum and
Microsoft Ventures M12, formerly Microsoft Ventures, is a corporate venture capital subsidiary of Microsoft. Founded in March 2016, its mission is to be an active, strategic partner during a startup's growth, typically investing between Series A and D. The fund is ...
. In October 11, 2018, Kahoot! was valued at $300 million. As of 11 June 2020, Kahoot! was valued at $1.5 billion and raised further capital from Northzone. In 2019, Kahoot! acquired the Scandinavian education company Poio. It also acquired DragonBox, an educational games developer, for $18 million. Kahoot! raised $28 million in venture capital investments the following June. Kahoot! raised an additional $215 million in venture capital funding from
SoftBank is a Japanese multinational conglomerate holding company headquartered in Minato, Tokyo which focuses on investment management. The Group primarily invests in companies operating in technology, energy, and financial sectors. It also runs the ...
in October 2020. Afterwards, Kahoot! made a series of acquisitions. It acquired Drops, which was focused on teaching languages, for about $50 million. This was followed by Whiteboard.fi, which develops software for digital, online whiteboards. Kahoot! also acquired the Danish startup Actimo for approximately $33 million. Actimo developed software for training and engaging with employees. It was acquired to expand Kahoot's features for business users. In April 2021, Kahoot! acquired Motimate, a corporate learning company based in Norway, for about $25 million. In 2021, Kahoot! announced that it would acquire SSO digital learning platform Clever, Inc. for $500 million to expand Clever Inc.'s reach globally. Kahoot's user base grew more than 40 percent from 2020 to 2021. In March 2021, the company went public on the Oslo stock exchange. In 2021, Kahoot! announced that it would acquire SSO digital learning platform Clever, Inc. for $500 million to expand Clever Inc.'s reach globally.


Software and services

Kahoot! is a social learning platforms, with users of the game gathered around a common screen such as an
interactive whiteboard An interactive whiteboard (IWB), also known as interactive board or smart board, is a large interactive display board in the form factor of a whiteboard. It can either be a standalone touchscreen computer used independently to perform task ...
, projector, or a computer monitor. The site can also be used through screen-sharing tools, like
Zoom Zoom may refer to: Technology Computing * Zoom (software), videoconferencing application * Page zooming, the ability to magnify or shrink a portion of a page on a computer display * Zooming user interface, a graphical interface allowing for image ...
or
Google Hangouts Google Hangouts is a discontinued cross-platform instant messaging service developed by Google. It originally was a feature of Google+, becoming a standalone product in 2013, when Google also began integrating features from Google+ Messenger an ...
. The
game design Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in ...
is such that the players are required to frequently look up from their devices. All players connect using a generated game
PIN A pin is a device used for fastening objects or material together. Pin or PIN may also refer to: Computers and technology * Personal identification number (PIN), to access a secured system ** PIN pad, a PIN entry device * PIN, a former Dutch ...
shown on the common screen, and use a device to answer questions. These questions can be changed to award more or less points. The points the player is awarded is based on the speed of the answer and the possible point value of the question. Points then show up on the leaderboard after each question. The player can also get a streak, meaning they correctly answered more questions in sequence. The better their streak is, the more points a player gets when answering the next question correctly. Kahoot! can be played through a web browser, or on an application on mobile devices. In March 2017, Kahoot! reached one billion cumulative participating players. In September 2017, Kahoot! launched a mobile application for homework.


Research and prototypes

The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, at the Department for Computer Science at the
Norwegian University of Science and Technology Norwegian, Norwayan, or Norsk may refer to: *Something of, from, or related to Norway, a country in northwestern Europe *Norwegians, both a nation and an ethnic group native to Norway *Demographics of Norway *The Norwegian language, including the ...
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. Lecture Quiz 1.0 was developed in 2006, before modern
smartphones A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which ...
were available (the first generation iPhone was released June 29, 2007). The server was implemented in
Java Java (; id, Jawa, ; jv, ꦗꦮ; su, ) is one of the Greater Sunda Islands in Indonesia. It is bordered by the Indian Ocean to the south and the Java Sea to the north. With a population of 151.6 million people, Java is the world's List ...
and
MySQL MySQL () is an open-source relational database management system (RDBMS). Its name is a combination of "My", the name of co-founder Michael Widenius's daughter My, and "SQL", the acronym for Structured Query Language. A relational database o ...
, integrated with an
Apache The Apache () are a group of culturally related Native American tribes in the Southwestern United States, which include the Chiricahua, Jicarilla, Lipan, Mescalero, Mimbreño, Ndendahe (Bedonkohe or Mogollon and Nednhi or Carrizaleño an ...
Web server. The teacher client was implemented as a
Java Java (; id, Jawa, ; jv, ꦗꦮ; su, ) is one of the Greater Sunda Islands in Indonesia. It is bordered by the Indian Ocean to the south and the Java Sea to the north. With a population of 151.6 million people, Java is the world's List ...
application, in combination with
OpenGL OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardwa ...
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. The students who played the game using their own laptops could use the
Wi-Fi Wi-Fi () is a family of wireless network protocols, based on the IEEE 802.11 family of standards, which are commonly used for local area networking of devices and Internet access, allowing nearby digital devices to exchange data by radio wave ...
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. 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. The last version of Lecture Quiz was version 3.0, with significantly improved user-interface implemented using
HTML 5 HTML5 is a markup language used for structuring and presenting content on the World Wide Web. It is the fifth and final major HTML version that is a World Wide Web Consortium (W3C) recommendation. The current specification is known as the HTML L ...
and
CSS3 Cascading Style Sheets (CSS) is a style sheet language used for describing the presentation of a document written in a markup language such as HTML or XML (including XML dialects such as Scalable Vector Graphics, SVG, MathML or XHTML). CS ...
, 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 Social science is one of the branches of science, devoted to the study of societies and the relationships among individuals within those societies. The term was formerly used to refer to the field of sociology, the original "science of soc ...
. 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. 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. 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. 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 Network delay is a design and performance characteristic of a telecommunications network. It specifies the latency for a bit of data to travel across the network from one communication endpoint to another. It is typically measured in multiples ...
in accessing the website greatly influences the
quality of experience Quality of experience (QoE) is a measure of the delight or annoyance of a customer's experiences with a service (e.g., web browsing, phone call, TV broadcast).Qualinet White Paper on Definitions of Quality of Experience (2012). European Network on Q ...
of the platform, in both
longitudinal Longitudinal is a geometric term of location which may refer to: * Longitude ** Line of longitude, also called a meridian * Longitudinal engine, an internal combustion engine in which the crankshaft is oriented along the long axis of the vehicle, ...
and
cross-sectional studies In medical research, social science, and biology, a cross-sectional study (also known as a cross-sectional analysis, transverse study, prevalence study) is a type of observational study that analyzes data from a population, or a representative su ...
, with a sample size N=21. 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 journal ''Computers & Education'' in 2020. 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 Quantitative may refer to: * Quantitative research, scientific investigation of quantitative properties * Quantitative analysis (disambiguation) * Quantitative verse, a metrical system in poetry * Statistics, also known as quantitative analysis ...
and
qualitative research Qualitative research is a type of research that aims to gather and analyse non-numerical (descriptive) data in order to gain an understanding of individuals' social reality, including understanding their attitudes, beliefs, and motivation. This ...
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 Pedagogy (), most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political and Developmental psychology, psychological development of le ...
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 University of Helsinki ( fi, Helsingin yliopisto, sv, Helsingfors universitet, abbreviated UH) is a public research university located in Helsinki, Finland since 1829, but founded in the city of Turku (in Swedish ''Åbo'') in 1640 as the ...
. The evaluation suggests that Kahoot!'s educational value is highest when students are creating quizzes of relevant topics themselves, because it uses
creativity Creativity is a phenomenon whereby something new and valuable is formed. The created item may be intangible (such as an idea, a scientific theory, a musical composition, or a joke) or a physical object (such as an invention, a printed literary w ...
, and practices
21st century skills 21st century skills comprise skills, abilities, and learning dispositions that have been identified as being required for success in 21st century society and workplaces by educators, business leaders, academics, and governmental agencies. Th ...
.


References

{{Commons Educational technology Educational technology companies of Norway Norwegian educational websites Internet properties established in 2013