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Kahoot!

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From Wikipedia, the free encyclopedia
Norwegian online educational quiz game
Not to be confused withcahoot.

Kahoot!
Screenshot
The homepage of the Kahoot! website
Available in17 languages
Country of originNorway
OwnerKahoot! ASA
URLMain website:kahoot.com
Game:kahoot.it
CommercialYes
RegistrationNone for quiz participation; required for quiz creation
Users7 billion non-unique players as of 2022[1]
LaunchedSeptember 2013

Kahoot! is a Norwegian onlinegame-based learning platform. It has learning games, also known as "kahoots", which areuser-generatedmultiple-choice quizzes that can be accessed via aweb browser or the Kahoot! app.[2][3]

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 atNorwegian University of Science and Technology (NTNU) in 2006.[4] Lecture Quiz 1.0 was developed in 2006. The server was implemented inJava andMySQL, integrated with anApache Web server. The teacher client was implemented as aJava application, in combination withOpenGL for graphics, while the student clients were implemented onJava 2 Micro Edition. This made it possible to run the client on both mobile phones and laptops.[5]

Lecture Quiz 2.0, developed in 2011, was the first prototype where both teacher and student clients hadweb-interfaces.[6] The last version of Lecture Quiz was version 3.0 in 2012, with improved user-interface implemented usingHTML 5 andCSS3, avatars, and multiple game/team modes.[7]

Company history

Kahoot! was founded as a company in 2012 by Morten Versvik, one of Wang's students. Johan Brand, Jamie Brooker and Asmund Furuseth later joined the company as cofounders to develop its user interface and design.[8] Abeta version of the platform was launched in September 2013.[9]

In March 2017, Kahoot! reached one billion cumulative participating players.[10] In September 2017, Kahoot! launched a mobile application for homework.[11]

In 2019, Kahoot! acquired the Scandinavian education company Poio.[12] It also acquiredDragonBox, an educational games developer, for $18 million.[13]

In 2020, Kahoot! was valued at $1.5 billion and achievedunicorn status.[14] As of 2021, the company was valued at USD$7 billion.[15]

In 2020 acquiredDrops, which was focused on teaching languages, for $50 million.[16] This was followed by Whiteboard.fi, which develops software for digital, online whiteboards.[17] Kahoot! also acquired the Danish startup Actimo, which developed employee training software, for $33 million.[18] It was acquired to expand Kahoot's features for business users.[18] In March 2021, the company went public on the Oslo stock exchange.[19] In April 2021, Kahoot! acquired Motimate, a corporate learning company based in Norway, for $25 million.[20] In 2021, Kahoot! announced that it would acquireSSO digital learning platform Clever, Inc. for $500 million.[21]

In 2023, Kahoot was acquired by a group of investors includedGoldman Sachs Asset Management for $1.72 billion in cash.[22]

Research

In 2016, an evaluation of Kahoot!'spedagogical 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 usescreativity and practices21st-century skills.[23]

A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journalComputers & Education in 2020, it found that using the platform had an overall positive effect on classroom dynamics, learning and anxiety.[4]

See also

References

  1. ^Takahashi, Dean (March 13, 2022)."Eilert Hanoa interview: Why the kids education market is booming".VentureBeat. RetrievedApril 1, 2022.
  2. ^"Kahoot! as Formative Assessment - Center for Instructional Technology".Center for Instructional Technology. 2015-07-02. Archived fromthe original on 2017-02-01. Retrieved2017-08-09.
  3. ^"Why Kahoot is one of my favourite classroom tools — Tomorrow's Learners".Archived from the original on 2017-08-10. Retrieved2017-08-09.
  4. ^abWang, Alf Inge; Tahir, Rabail (2020)."The effect of using Kahoot! for learning – A literature review".Computers & Education.149. Elsevier: 103818.doi:10.1016/j.compedu.2020.103818.hdl:11250/2646041.
  5. ^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.11. IASTED:305–310 – via Google Scholar.
  6. ^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.
  7. ^"Dataspel i timen testar elevane – NRK Viten – Nyheter innen vitenskap og forskning". 2012-06-15.Archived from the original on 2019-04-26. Retrieved2019-04-26.
  8. ^Lunden, Ingrid (2018-01-18)."Education quiz app Kahoot says it's now used by 50% of all US K-12 students, 70M users overall".TechCrunch. Retrieved2025-03-19.
  9. ^Newcomb, Tim (2016-11-30)."Gamify the Classroom: Kahoot! Software Boosts Learning, and Teamwork, Through Quizzes". Retrieved2025-03-19.
  10. ^"Norwegian edtech company Kahoot! reaches 1 billion players".Tech.eu.Archived from the original on 2017-11-07. Retrieved2017-11-01.
  11. ^"Homework Game Changer Kahoot! Launches Mobile App -- THE Journal".THE Journal.Archived from the original on 2017-10-13. Retrieved2017-10-13.
  12. ^Takahashi, Dean (May 15, 2019)."Kahoot acquires reading app Poio to expand its learning platform".VentureBeat. RetrievedSeptember 23, 2021.
  13. ^Lunden, Ingrid (May 8, 2019)."Educational gaming platform Kahoot acquires math app maker DragonBox for $18M".TechCrunch. RetrievedJanuary 19, 2022.
  14. ^"Norwegian! edtech! unicorn! Kahoot! secures! $28 million! in! new! equity!".Tech.eu. 11 June 2020. Retrieved2020-06-11.
  15. ^Ramnarayan, Abhinav; Schuetze, Arno (February 10, 2021)."SoftBank-backed Kahoot plans $7 billion Oslo listing in coming weeks: sources".Reuters. RetrievedSeptember 23, 2021.
  16. ^Lunden, Ingrid (November 24, 2020)."Kahoot drops $50M on Drops to add language learning to its gamified education stable".TechCrunch. RetrievedSeptember 23, 2021.
  17. ^"Norwegian education start-up Kahoot targets Asian expansion".Financial Times. March 11, 2021. RetrievedSeptember 23, 2021.
  18. ^abLunden, Ingrid (September 16, 2020)."User-generated e-learning site Kahoot acquires Actimo for up to $33M to double down on corporate sector".TechCrunch. RetrievedSeptember 23, 2021.
  19. ^Ramnarayan, Abhinav (March 18, 2021)."Norway's Kahoot to explore secondary U.S. listing: CEO".Reuters.
  20. ^Taylor, Dan (April 7, 2021)."Oslo-based employee engagement and learning platform Motimate acquired by Kahoot!".
  21. ^"Ed Tech Company Kahoot! Acquires Clever for $500M".Government Technology. 14 May 2021. Retrieved21 May 2021.
  22. ^Lunden, Ingrid (2023-07-14)."Gamified e-learning platform Kahoot gets acquired in a $1.7B deal led by Goldman Sachs, Lego and more".TechCrunch. Retrieved2023-07-15.
  23. ^Education Alliance Finland (28 November 2017)."Catalog of certified products". Retrieved11 May 2020.
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