Kahoot with 70 million 12-year-old students

Have you ever thought that learning could be more fun, interactive and engaging? Let’s look for something like this in the game “Kahoot“.

Kahoot is a smartphone app that can use technology to create and manage designs for testing, polling, and debating. The structure of this program is designed to be similar to the classroom response system of a game in which all students can participate in the response cycle in real time. The software also has the ability to ask multiple-choice questions for users and can use it with a computer, tablet or smartphone.

Kahoot is a great tool for creating tests, discussions and opinion polls related to defined topics that need to be answered and evaluated. The exterior and ease of use of this software encourages users to use it. Not only do users answer questions, but they can also interact more by asking their own questions. Another interesting thing about Kahoot is that it also allows users to use YouTube images and videos.

An outstanding design

Kahoot was officially launched in Norway in mid-2013. To raise $ 25.6 million through some companies, including Microsoft.

By the first months of 2018, Kahoot had 50 million active users, and this situation was growing daily, and it was expected to experience further development, although it chose English as its primary language, but the possibility of using other languages ​​as well. Provided. It can also be used on Chromebooks in addition to the Android operating system for smartphones.

Kahoot is a great tool for creating tests, discussions and opinion polls related to defined topics that need to be answered and evaluated. Millions of users around the world are playing the game of divination.
Millions of users around the world are playing the game of divination. They use this game in every day and month of the year in the classroom or at home, and the interesting thing is that Kahoot has a unique story and training for each of them, which makes the training more attractive, exciting, comprehensive and effective. Kahoot will host only 2018. 5 million trends for training sessions, presentations and other matters that occupied more than 20 million users. Adults also enjoy working with Kahoot as much as children, and there is ample evidence to support this claim, for example, since 2016, Kahoot has been used for sales training by a Facebook partner called LATATM, who have succeeded in using Kahoot. Maximize trained groups, whether in programs they run in the workplace or in virtual groups.

Also Lift Off, a start-up smartphone-based marketing business. Using Kahoot to form working groups, Kahoot is a helpful tool for growing communication between their working groups.

Kracher has also developed its own training strategy based on thesis and its challenges. The Norwegian consulate in Houston, meanwhile, carried out its previous plans during the big event using the Kahoot.

How was the Kahoot mission accomplished?

This software is generally easy to use and facilitates the training process. The Kahoot software platform can be used to build polls, debates and tests. The process of using the Kahoot begins with registration by registering and creating one of the types of polls, discussions. Users can then save the process and view it later. Reviewing items stored in the Kahoot is considered a game, and participants in each game receive points for their correct answers, and these points are stored in their account. On the other hand, teachers can design and store all this process in such a way that their students use the training by entering a username, and the result of their work can be seen and evaluated by the teacher. In addition, teachers can use the Kahoot in the classroom to advance the program in the thirties and perform the test.

Lettuce is a group training program where users sit in front of a common screen, such as a smart board with a projector, and it can even be used in Skype with some group communication software. Each user enters the game stream by a dedicated number related to a Kahoot and with the help of his communication device (smartphone, computer, tablet). The user then enters his or her answers to the questions that the Kahoot displays; At the end, the obtained scores are displayed on the screen.

Lift off is a fledgling smartphone-based marketing business. Using Kahoot to form working groups, Kahoot is a helpful tool for growing communication between their working groups.
The founders of the Kahoot are John Brand, Jimmy Brooker, Morton and Rasvik, which we implemented as part of a project owned by the University of Science and Technology today. They implemented the software under Professor Alf Inge Wang and later joined the Norwegian entrepreneurial community of Asmund Furuseth. The first version of Kahoot was released in the first months of 2013 and the more complete version was released in the middle of the same year. Statistics show that Kahoot registered a total of 1 billion users in 2017 and managed to attract equivalent capital in the same year. Became $ 26.5 million. In the last months of 2018, Kahoot was valued at $ 300 million.

The concept of the game of Kahoot was presented in 2006 by Professor Alf Inge Wang at the Norwegian University of Science and Technology. He made several experimental copies with the help of his undergraduate students. The essence of his plan was to turn the classroom into a place for the game to be played, where the instructor would direct the scene and the students would participate in the process using their smartphones as users. The first version was called the Lecture Quiz, which was actually before the advent of smartphones. Users of this version had to use the Internet, which was available to them for a fee on campus, and the first user experience was conducted with 20 students. At this stage, the focus was on the usability of the software. The results showed that the software is easy to use, increases learning, is fun, and increases the desire to participate in the training program.

Kahoot managed to increase the number of active users to 70 million in the first months of 2019, of which about 50% were students under 12 in the United States, and this number has created about 51 million games in this software platform, as They aim to reach 100 million users by the end of 2019, says Azmund Frost, CEO of Kahoot . Although a large portion of Kahoot users are students and education activists, much of Kahoot‘s income comes from commercial companies, and accordingly, Kahoot has tailored its program to provide more products for this audience .