# 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.

## History
### Prototypes and development

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 history

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 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 2020, Kahoot! was valued at $1.5 billion and achieved unicorn status. In 2019, Kahoot! acquired the Scandinavian education company Poio. It also acquired DragonBox, an educational games developer, for $18 million. As of 2021, the company was valued at USD$7 billion.
In 2020 acquired Drops, which was focused on teaching languages, for $50 million. This was followed by Whiteboard.fi, which develops software for digital, online whiteboards. Kahoot! also acquired the Danish startup Actimo, which developed employee training software, for $33 million. 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 $25 million. In 2021, Kahoot! announced that it would acquire SSO digital learning platform Clever, Inc. for $500 million.
Kahoot's user base grew more than 40 percent from 2020 to 2021.
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.

## 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.
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.
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.
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.