Analyst Report- Kahoot!

Kahoot! is a learning platform that has been built to create engaging learning experiences for children, students, and employees. Any person or corporation can create, share, and host learning experiences that are engaging and fun. Kahoot! sessions can be created and started on any device that is connected to the internet. “Kahoot! is known as a game-based student response system that changes the classroom atmosphere to become more fun and engagement like a game show temporarily” (Marsa et.all, 2021, p.136)


Mission

Kahoot!’s mission is to make learning more enjoyable for the user! At Kahoot!, they are all about progressively learning throughout life by learning through curiosity and play. By meshing the two together in a fun and interactive way, users can reach or even further their learning potential regardless of age, subject matter, and ability. (Kahoot! website).


Picture retrieved from Kahoot website.

(from left to right) Morten Versvik , Johan Brand, Jamie Brooker, and Professor Alf Inge Wang. Photo retrieved from https://khrono.no/ntnu-discovery-hustad-innovasjon/ntnu-har-hjulpet-kahoot-og-99-andre-ut-i-verden/159642

History:

Kahoot was founded in 2012 by Morten Versvik, Johan Brand, and Jamie Brooker. It started off as a project with the Norwegian University of Science of Science and Technology (NTNU). The three co-creators then teamed up with Professor Alf Inge Wang, and then Åsmund Furuseth, an entrepreneur, joined the team. The Kahoot technology was built based on research that was conducted by co-creator Morten Versvik who was studying in the Masters’s degree at NTNU, and was Professor Åsmund Furuseth’s student at the time. Kahoot! was launched in private beta in March 2013 at SXSWedu. In September 2013, the beta was opened to the public. In the span of a few months, Kahoot had started to grow significantly. Millions of people started playing games, and teachers started recognizing the immediate benefits of Kahoot in the classroom. Teachers started to see an increase in class engagement, and then started recommending it to other teachers. Kahoot! continued to grow, and by June 2015, the company had raised $6.5 million in funding. In 2016 the company grew even further when it was able to introduce the world to its first-ever mobile-phone apps for iPhone and Android. In September of 2016, a second round of funding was rewarded to Kahoot. Creandum Northzone and Microsoft's Venture Fund M12 invested another $10 million into Kahoot. After continuous funding rounds and exponential growth, Kahoot acquired its first business in May of 2019 called DragonBox. This start up company builds math applications, and was purchased for $18 million. To this day, Kahoot continuously receive funding and have purchased more companies such as Clever ($500 million), Drops ($33 million), and Actimo ($50 million). In its lifespan, Kahoot has also announced different partnerships with companies such as Bitmoji, Disney, Zoom, and many more.