Kahoot! - Wikipedia

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Kahoot!

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 or the Kahoot app.
Kahoot!

The Kahoot app running on an iPad

Available in Only English

Owner Kahoot!
Website Main website: kahoot
.com
Player login: kahoot.it

Commercial Yes

Registration None for quiz


participation; required
for quiz creation

Users 50 million monthly


active users (as of
May 2017)[1]

Launched March 2013[2]


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]

History and development


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

Kahoot! was founded by Johan Brand,


Jamie Brooker and Morten Versvik in a
joint project with the Norwegian University
of Science and Technology. They teamed
up with Professor Alf Inge Wang and were
later joined by Norwegian entrepreneur
Åsmund Furuseth.[2] Kahoot! was
launched in a private beta at SXSWedu in
March 2013 and the beta was released to
the public in September 2013.[2]

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 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][11] In September 2017, Kahoot!
launched a mobile application for
homework.[12][13]

Kahoot being used in an English lesson in a Thai high


school

As of 2017, Kahoot! has raised $26.5


million in funding from Northzone,
Creandum and Microsoft Ventures.[13] As
of October 11, 2018, Kahoot! is valued at
$300 million.[14]

Research and prototypes


The game concept used in Kahoot! started
out as an idea of Professor Alf Inge
Wang[15] 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 , 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.[16] 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.[17] 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
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 usability and usefulness.[18] The
results from the experiment showed that
Lecture Quiz was relatively easy to use,
contributed to increased learning, that it
was entertaining, and increased the
motivation for attending more lectures.
From 2006 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 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.[19] 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.[20]

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.[21] 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 the Norwegian
University of Science and Technology,
Kahoot! was compared to using a paper
quiz and a simple polling system called
Clicker.[22] 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 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.[23] 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.[24] 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.[25]

On March 26, 2019, an Internet user by the


name of "Max" created an Instagram
account titled "worlds.largest.kahoot"[26]
with the purpose of breaking the previous
record of the world's largest Kahoot! game
ever.[27] The game was to be live-streamed
on the YouTube channel Maxed[28] on April
19, 2019, but it was later moved to another
channel titled Maxed Hangout.[29] The live-
stream[30] 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.[31] The organizer of the
event stated that he would contact the
company and reschedule the game.[32]

References
1. "Norwegian edtech company Kahoot!
reaches 1 billion players" . Tech.eu.
Archived from the original on 2017-
11-07. Retrieved 2017-11-01.
2. "About Kahoot! | Company History &
Key Facts" . Kahoot!. Archived from
the original on 2018-11-03. Retrieved
2018-11-01.
3. "Kahoot! as Formative Assessment -
Center for Instructional Technology" .
Center for Instructional Technology.
2015-07-02. Archived from the
original on 2017-02-01. Retrieved
2017-08-09.
4. "Why Kahoot is one of my favourite
classroom tools — Tomorrow's
Learners" . Archived from the original
on 2017-08-10. Retrieved 2017-08-09.
5. "Kahoot Trivia" . www.acpl.lib.in.us.
Archived from the original on 2017-
08-10. Retrieved 2017-08-09.
6. "Skype in the Classroom & Kahoot -
Microsoft in Education" .
education.microsoft.com. Archived
from the original on 2017-08-10.
Retrieved 2017-08-09.
7. "Can I play Kahoot! with others
remotely?" . Kahoot! Support.
Archived from the original on 2018-
06-12. Retrieved 2018-06-07.
8. www.corepublish.no, CorePublish -.
"Kahoot! - Inclusive Design" .
www.inclusivedesign.no. Archived
from the original on 2017-08-10.
Retrieved 2017-08-09.
9. "Kahoot Jumble" . Kahoot. Archived
from the original on 2019-02-19.
Retrieved 2019-02-18.
10. "Is my browser/device suitable to host
or play a Kahoot? – Kahoot! Support" .
kahoot.uservoice.com. Archived from
the original on 2017-08-10. Retrieved
2017-08-09.
11. Chowdhry, Amit. "How Kahoot! Quickly
Hit One Billion Players While Helping
Advance Education" . Forbes.
Archived from the original on 2017-
11-07. Retrieved 2017-11-01.
12. "Homework Game Changer Kahoot!
Launches Mobile App -- THE Journal" .
THE Journal. Archived from the
original on 2017-10-13. Retrieved
2017-10-13.
13. "Kahoot launches mobile app to make
homework fun | GamesBeat" .
venturebeat.com. Archived from the
original on 2017-10-13. Retrieved
2017-10-13.
14. "Educational games startup Kahoot
valued at $300 million" .
GamesIndustry.biz. Archived from the
original on 2018-11-08. Retrieved
2018-11-01.
15. "Alf Inge Wang - Google Scholar
Citations" .
16. "Lecture Quiz" . Archived from the
original on 2013-12-28. Retrieved
2019-04-26.
17. Wang, Alf Inge; Øfsdahl, Terje; Mørch-
Storstein, Ole Kristian (2007). "Lecture
quiz-a mobile game concept for
lectures" . International Conference on
Software Engineering and Application.
IASTED. 11: 305–310 – via Google
Scholar.
18. Wang, Alf Inge; Øfsdahl, Terje; Mørch-
Storstein, Ole Kristian (2008). "An
evaluation of a mobile game concept
for lectures" . Conference on Software
Engineering Education and Training.
IEEE. 21: 197–204 – via Google
Scholar.
19. Wu, Bian; Wang, Alf Inge; Børresen,
Erling Andreas; Tidemann, Knut Andre
(2011). "Improvement of a Lecture
Game Concept - Implementing Lecture
Quiz 2.0" . International Conference on
Computer Supported Education. 3:
26–35 – via ResearchGate.
20. "Dataspel i timen testar elevane – NRK
Viten – Nyheter innen vitenskap og
forskning" . Archived from the original
on 2019-04-26. Retrieved 2019-04-26.
21. Wang, Alf Inge (2015). "The wear out
effect of a game-based student
response system" . Computers &
Education. Elsevier. 82: 217–227.
doi:10.1016/j.compedu.2014.11.004
– via Google Scholar.
22. Wang, Alf Inge; Zhu, Meng; Sætre,
Rune (2016). "The effect of digitizing
and gamifying quizzing in
classrooms" . European Conference
on Games Based Learning. Academic
Conferences and Publishing
International. 10: 729–736 – via
Google Scholar.
23. Wang, Alf Inge; Lieberoth, Andreas
(2016). "The effect of points and audio
on concentration, engagement,
enjoyment, learning, motivation, and
classroom dynamics using Kahoot!" .
European Conference on Games
Based Learning. Academic
Conferences International Limited. 10:
737–746 – via Google Scholar.
24. Underdal, Anlaug Gårdsrud; Sunde,
Marthe Thorine (5 September 2014).
Investigating QoE in a Cloud-Based
Classroom Response System
(Thesis). Retrieved 25 October 2017.
25. "Kahoot!" . knowyourmeme.com.
Archived from the original on 19 April
2019. Retrieved 18 April 2019.
26. "@worlds.largest.kahoot • Instagram
photos and videos" .
27. "Instagram post" . instagram.com.
Archived from the original on 15 May
2019. Retrieved 18 April 2019.
28. "Maxed" . Archived from the original
on 2019-04-19. Retrieved 2019-04-19.
29. "Maxed Hangout" . Archived from the
original on 2019-04-19. Retrieved
2019-04-19.
30. "Archived copy" . Archived from the
original on 2019-04-19. Retrieved
2019-04-19.
31. "How many players can join a game?" .
Help and Support Center. Archived
from the original on 2019-04-19.
Retrieved 2019-04-20.
32. "Instagram post" . instagram.com.
Archived from the original on 14 May
2019. Retrieved 18 April 2019.

External links
Official website
Retrieved from
"https://en.wikipedia.org/w/index.php?
title=Kahoot!&oldid=931682237"

Last edited 5 days ago by Subwaymuncher

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