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Kahoot!

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Kahoot!
Available inEnglish
OwnerKahoot!
URLhttp://kahoot.com
CommercialYes
RegistrationNone for quiz participation; required for quiz creation
Users2million+ registered teachers, 50million+ monthly active users
LaunchedAugust 2013; 10 years ago (2013-08)[1]

Kahoot! is a game-based learning platform, as educational technology. Launched in August 2013 in Norway,[1] Kahoot! is now played by over 50 million people[2] in 180 countries. Created for use in classrooms and other learning environments, Kahoot!’s learning games ("kahoots") are multiple-choice quizzes that can be created by anyone and are not restricted as to age level or subject matter. As Kahoot! may be played using any device, desktop or laptop with a web browser, it is popular in classes with "bring your own device" policies.

Gameplay

Kahoot! is designed for social learning, with learners gathered around a common screen. In a typical classroom environment, this will be a smartscreen, interactive whiteboard, or a computer monitor. Many kahoots are also played using screensharing tools such as Skype[3], Appear.in and Google Hangouts.

When a kahoot is launched, it will have its own unique PIN randomly generated by the system. Using any device with a web browser, players visit the website dedicated for quiz participation, kahoot.it, and input the unique PIN, and then enter a nickname before being directed to the waiting screen (the "lobby"). When all players' nicknames appear in the lobby, the kahoot host (normally the teacher) clicks the 'Start' button to begin the quiz.

During gameplay, the questions and up to 4 multiple choice answers are displayed on the main screen. Every answer corresponds to a distinctive color and shape. On the screen of the learners' devices, there are at most four rectangles with the color and the shape on each, and the learner needs to click or tap on the rectangle representing the correct answer. The game design is such that the players are required to frequently look up from their devices,[4] enabling social interaction with the teacher and their peers.

Usage

Kahoot! can be used to monitor each student’s knowledge and to identify areas where the students would benefit from more one-to-one teaching, but it is more generally used as a break from traditional classroom activities. A more advanced use of Kahoot! could be to integrate kahoots into lessons themselves; using it as a direct teaching method to increase retention of new facts and revise before exams[5].

Supported devices

Influenced by the "bring your own device" trend, Kahoot! supports a wide range of web browsers and mobile devices through its web interface, including Android 4.0 or later and all modern web browsers. There are also native applications for Android and iOS available, and according to Kahoot! apps for other platforms are planned but not the top priority.[6]

Origins

Kahoot! was developed by its founders, Morten Versvik, Johan Brand, Jamie Brooker and Åsmund Furuseth as a joint project between Mobitroll and the Norwegian University of Technology & Science[7].

The core quiz format is based on research by Professor Alf Inge Wang[8] and colleagues at the Norwegian University of Science and Technology (NTNU). The technology platform itself stems from research conducted by Morten Versvik as part of his master's degree at NTNU. The Pedagogy and User Experience were informed by the work co-founders Jamie Brooker and Johan Brand developed while at their London-based behavioral design agency, We Are Human.

Kahoot! has received funding from investors such as Northzone, Creandum and Microsoft Ventures[9]. It has also received grant funding from the Norwegian Research Council.

Awards

  • The Europas Awards 2017, Hottest Education Startup[10]
  • Nordic Startup Awards 2015, Startup of the Year[11]
  • Nordic Startup Awards 2015, Founder of the Year (Johan Brand)[11]
  • EdTech Europe’s EdTech 20, Most Innovative EdTech Company[12]
  • Digital Service That Is Changing The World [13]
  • 100 most influential leaders in EdTech (Johan Brand)[14]
  • LAUNCHedu awards finalist, Higher Education category[15]

Research

According to research done 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-section studies, with a sample size N=21.[16] It is found that about 70% of the sample size regard Kahoot! as having positive results on all delay levels, while a varying amount of students (between 10-20%) report that the platform is too time-consuming, forming a direct relationship with the duration of delay.

References

  1. ^ a b "Kahoot! is searching for talent to impact education globally". Kahoot! Blog. Kahoot AS. 16 June 2014. Retrieved 2 March 2015.
  2. ^ "Kahoot! is gamifying the classroom (Wired UK)". Retrieved 2015-09-17.
  3. ^ "Skype in the Classroom & Kahoot - Microsoft in Education". education.microsoft.com. Retrieved 2017-07-11.
  4. ^ "Kahoot!". Kahoot!. Retrieved 2015-09-17.
  5. ^ "What is a Blind Kahoot? | How to teach new topics". Kahoot!. 2015-10-28. Retrieved 2017-07-11.
  6. ^ "Kahoot! - Android Apps on Google Play". Google Play. Google Inc. 9 June 2014. Retrieved 2 March 2014.
  7. ^ "About Kahoot! | Company History & Key Facts". Kahoot!. Retrieved 2017-07-11.
  8. ^ Wang, Alf Inge (12 November 2014). "The wear out effect of a game-based student response system" (PDF). Computers & Education. doi:10.1016/j.compedu.2014.11.004. ISSN 0360-1315.
  9. ^ "Kahoot! | crunchbase". www.crunchbase.com. Retrieved 2017-07-11.
  10. ^ Butcher, Mike. "The hottest tech startups of 2017 rocked London at The Europas Awards | TechCrunch". Retrieved 2017-07-11.
  11. ^ a b "The Norwegian Winners of the Nordic Startup Awards 2015". Nordic Startup Bits. Retrieved 2015-09-17.
  12. ^ Europe, EdTech. "DigiSchool, Kahoot! and RefME Announced as Winners of 2015 EdTech 20". www.prnewswire.com. Retrieved 2015-09-17.
  13. ^ "Hederspris til Kahoot". Retrieved 2015-09-17.
  14. ^ "Edtech and Elearning: Top 100 Influencers and Brands". Retrieved 2015-09-17.
  15. ^ "Kahoot! - LAUNCHedu finalists at SXSWedu". blog.getkahoot.com. Retrieved 2015-09-17.
  16. ^ Underdal, Anlaug Gårdsrud; Sunde, Marthe Thorine (5 September 2014). Investigating QoE in a Cloud-Based Classroom Response System (PDF) (Thesis). Retrieved 3 December 2014.

External links