Kahoot! is a game-based learning platform, used as educational technology in classrooms and other learning institutions. The company was launched in August 2013 in Norway. Its learning games, "kahoots", are multiple-choice quizzes that allow user generation and can be accessed via web browser.
Video Kahoot!
Overview
Kahoot can be used to review students knowledge, for formative assessment, or as a break from traditional classroom activities. Kahoot also includes trivia games.
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 or Google Hangouts. The game design is such that the players are required to frequently look up from their devices.
Kahoot can be played through different web browsers and mobile devices through its web interface.
In September 2017, Kahoot launched a mobile application designed to make homework easy for users.
The largest known Kahoot game to take place was played by YouTuber EWNetwork and his viewers while streaming live on YouTube. The exact player count is currently unknown, though it is suggested to be in the range of 5,000 to 10,000 total players.
In May 2017, YouTube channel GTLive played a game on their live stream with over 10,000 players. As of February 2018, this is currently the largest known game.
Maps Kahoot!
Development
Kahoot was developed by Johan Brand, Jamie Brooker, Phillip Morgan and Morten Versvik (later joined by Åsmund Furuseth), as a joint project between Mobitroll and the Norwegian University of Technology & Science.
In March 2017, Kahoot reached the billion cumulative participating players milestone and in the month of May, the company was reported to have 50 million monthly active unique users.
As of 2017, Kahoot has raised $26.5 million in funding from Northzone, Creandum and Microsoft Ventures, as well as private investors in Norway.
Research
According to research done 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. 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.
References
External links
- Official website
Source of article : Wikipedia