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Kahoot Logo.svg
Kahoot iOS screenshot.png
The Kahoot app running on an iPad
Available inOnly English
WebsiteMain website:, Player login:
RegistrationNone for quiz participation; required for quiz creation
Users50 million monthly active users (as of May 2017)[1]
LaunchedSeptember 2013 [2]

Kahoot! is a game-based learning platform, used as educational technology in schools and other educational institutions. Its learning games, "Kahoots", are multiple-choice quizzes that allow user generation and can be accessed via a web browser, phone, or the app itself.

Kahoot! can be used to review students' knowledge, for formative assessment,[3] or as a break from traditional classroom activities.[4] Kahoot! also includes trivia quizzes.[5]


A game of Kahoot! being played in a lecture hall at the University of Oslo.

Kahoot! was designed for social learning, with learners gathered around a common screen such as an interactive whiteboard, projector or a computer monitor. The site can also be used through screen-sharing tools such as Skype[6] or Google Hangouts.[7] The game design is such that the players are required to frequently look up from their devices.[8] The gameplay is simple; all players connect using a generated game PIN shown on the common screen, and use a device to answer questions created by a teacher, business leader, or other person. These questions can be changed to award points. Points then show up on the leaderboard after each question.

Kahoot! has now implemented 'Jumble'. Jumble questions challenge players to place answers in the correct order rather than selecting a single correct answer. It offers a new experience that encourages even more focus from players. [9]

Kahoot! can be played through different web browsers and mobile devices through its web interface.[10]

In September 2017, Kahoot! launched a mobile application for homework.[11][12]

History and development

Kahoot being used in an English lesson in a Thai high school

Kahoot! was founded by Johan Brand, Jamie Brooker and Morten Versvik in a joint project with the Norwegian University of Technology and Science. They teamed up with Professor Alf Inge Wang and were later joined by Norwegian entrepreneur Åsmund Furuseth.[13]

Kahoot! was launched in a private beta at SXSWedu in March 2013 and the beta was released to the public in September 2013.[13]

In March 2017, Kahoot! reached one billion cumulative participating players and in the month of May, the company was reported to have 50 million monthly active unique users.[1][14]

As of 2017, Kahoot! has raised $26.5 million in funding from Northzone, Creandum and Microsoft Ventures.[12]

As of October 11, 2018, Kahoot! is valued at $300 million.[15]

Research and prototypes

The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang at Department for Computer Science at the Norwegian University of Science and Technology in 2006, which resulted in multiple prototypes that were developed and tested in experiments conducted in collaboration with master students. The idea was to transform the classroom into a gameshow using the infrastructure of a classroom, where the teacher acted as the gameshow 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 real smart phones were available (first 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 Open GL for graphics, while the student clients were implemented on Java 2 Micro Edition, which made it possible to run the client on both mobile phones and laptops[16]. Those 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 cellar 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 usability and usefulness[17]. The results from the experiment showed that Lecture Quiz was relatively easy to use, that it contributed to increased learning, that it was entertaining, and it increased the motivation for attending more lectures. From 2016 to 2011, four versions of Lecture Quiz were developed, where the main changes was related to improved usability, 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 Lecture Quiz 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[18]. 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 university as well as externally at various schools such as at Skaun Ungdomsskole where the students rejoiced over having a test in social science.

Since Kahoot! was launched in 2013, the research community has conducted many experiments related to the effects of the 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[19]. The results did not show any statically 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! manage 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! perform compared to other tools and platform. In a quasi-experiment with 384 students at Norwegian University of Science and Technology, Kahoot! was compared to using a paper quiz and a simple polling system called Clicker[20]. The results show statistically significant improvement in motivation, engagement, enjoyment, and concentration for the gamified approach (Kahoot!) compared to the two other. However, the results did not show any significant differences in learning outcome.

Another quasi-experiment at Norwegian University of Science and Technology where 593 students participated, investigated how the use of points and audio in Kahoot! affects concentration, engagement, enjoyment, learning, motivation and classroom dynamics[21]. 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 the 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-section studies, with a sample size N=21.[22] 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 delay.

In popular culture

Kahoot!'s growing popularity in schools led to it becoming an Internet meme. Its interface, as well as catchy music, has inspired many memes and social media accounts dedicated to posting such content. The website even has its own Know Your Meme page.[23]

On March 26th, 2019, an Internet user by the name of "Max" created an Instagram account titled worlds.largest.kahoot with the purpose of breaking the previous record of the world's largest Kahoot! game ever.[24] The game was to be live-streamed on the YouTube channel Maxed on April 19, 2019 at 19:30 ADT, but it was later moved to another channel titled Maxed Hangout. The live-stream had more than 50,000 viewers, but the game couldn't be played as the Kahoot! servers crashed when the number of players attempting to join exceeded the 2000 player limit[25]. The organizer of the event stated that he would contact the company and reschedule the game.[26]


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  23. ^ "Kahoot!". Retrieved 18 April 2019.
  24. ^ "Instagram post". Retrieved 18 April 2019.
  25. ^ "How many players can join a game?". Help and Support Center. Retrieved 2019-04-20.
  26. ^ "Instagram post". Retrieved 18 April 2019.

External links