# Kahoot!

Kahoot! is a Norwegian online game-based learning platform. 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.
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.

## History and development
### Prototypes

The game concept used in Kahoot! originated in a series of prototypes called "Lecture Quiz" that were developed by Alf Inge Wang at Norwegian University of Science and Technology (NTNU) in 2006. Lecture Quiz 1.0 was developed in 2006. 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.
Lecture Quiz 2.0, developed in 2011, 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 in 2012, with improved user-interface implemented using HTML 5 and CSS3, avatars, and multiple game/team modes.

### Company founding

Kahoot! was founded as a company 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. Kahoot! was launched in a private beta 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. On 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 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 March 2021, the company went public on the Oslo stock exchange. 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.

## Software and services

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, like Zoom or Google Meet. 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.
In March 2017, Kahoot! reached one billion cumulative participating players. In September 2017, Kahoot! launched a mobile application for homework.

## Research

Studies from the Norwegian University of Science and Technology (NTNU), which developed the prototype for Kahoot!, have found that the platform positively affected concentration, engagement, enjoyment, learning, motivation, and classroom dynamics in experiments with students. Another NTNU study found that the positive impacts of using the platform did not wear off after prolonged use. According to research by two students at NTNU, the network latency in accessing the website greatly influences the quality of experience of the platform, in both longitudinal and cross-sectional studies. 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, it found that using the platform had an overall positive effect on classroom dynamics, learning and anxiety.
In 2016, an evaluation of Kahoot!'s pedagogical quality by Education Alliance Finland (formerly Kokoa Standard) suggested that Kahoot!'s educational value was highest when students are creating quizzes of relevant topics themselves, because it uses creativity and practices 21st-century skills.