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Kahoot!

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wear-out effect of Kahoot!, by comparing students' perception of the system after playing once, vs. playing frequently over five months. The results did not show any statistically 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! managed 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!.
343:. In October 11, 2018, Kahoot! was valued at $ 300 million. As of 11 June 2020, Kahoot! was valued at $ 1.5 billion and raised further capital from Northzone. In 2019, Kahoot! acquired the Scandinavian education company Poio. It also acquired DragonBox, an educational games developer, for $ 18 million. Kahoot! raised $ 28 million in venture capital investments the following June. Kahoot! raised an additional $ 215 million in venture capital funding from 34: 102: 450:
was relatively easy to use, and contributed to increased learning. They also found that it was entertaining for both the teacher and students, and increased the motivation for attending more lectures. From 2006 to 2011, four versions of Lecture Quiz were developed, where the main changes were related to improved usability, thus making it easier to create quizzes, and using newer technology for implementation.
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million. Actimo developed software for training and engaging with employees. It was acquired to expand Kahoot's features for business users. In March 2021, the company went public on the Oslo stock exchange. In April 2021, Kahoot! acquired Motimate, a corporate learning company based in Norway, for about $ 25 million. In 2021, Kahoot! announced that it would acquire
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perceptions, and student anxiety. The main conclusion is that Kahoot! has a positive effect on learning performance, classroom dynamics, attitudes, and anxiety, and the main challenges include "technical problems", "seeing questions and answers", "time stress", "fear of losing", and "it being hard to catch up". Studies included in this review use a mixture of
457:. 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. The last version of Lecture Quiz was version 3.0, with significantly improved user-interface implemented using 481:
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 classroom dynamics was positively affected by the use of audio.
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Since Kahoot! was launched in 2013, the research community has conducted many experiments related to the effects of 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
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There is also research that investigates how Kahoot! performs compared to other tools and platforms. 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. The results show
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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 efficiency and usefulness. The results from the experiment showed that Lecture Quiz
500:, 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 the delay. 350:
Afterwards, Kahoot! made a series of acquisitions. It acquired Drops, which was focused on teaching languages, for about $ 50 million. This was followed by Whiteboard.fi, which develops software for digital, online whiteboards. Kahoot! also acquired the Danish startup Actimo for approximately $ 33
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quality was evaluated and certified by Education Alliance Finland (formerly Kokoa Standard). The quality certification is based on a qualitative assessment of the product's design. The assessment was done and developed by Education Alliance Finland in collaboration with Lauri Hietajärvi and Erika
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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. The results reveal that there are
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methods, that reveal, among other things, that Kahoot! creates statistically significant improvement in learning performance compared to traditional teaching and other tools, on students’ and teachers’ perception of lectures, in classroom dynamics, and that Kahoot! can reduce students’ anxiety
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in 2020. This is the first literature review that investigates most published studies (experiments, case studies, surveys, etc.) on how using Kahoot! affects learning in the classroom. The focus of the review is on learning performance, classroom dynamics, students' and teachers' attitudes and
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in 2006. He developed 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 game show host, and the students were contenders, using their own mobile devices. The
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statistically significant improvement in motivation, engagement, enjoyment, and concentration for the gamified approach (Kahoot!) compared to the two others. However, the results did not show any significant differences in learning outcomes.
465:, avatars, and multiple game/team modes. Lecture Quiz 3.0 was tested internally at the NTNU, as well as externally at various schools such as at Skaun Ungdomsskole, where the students rejoiced over having a test in 748: 1097: 1318: 1163: 980: 1247: 1367: 328:
Kahoot! was founded in 2012 by Morten Versvik, as well as a team of co-founders such as Johan Brand, Jamie Brooker and Asmund Furuseth in a joint project with the
1224: 44: 719: 665: 1506: 925: 529:. The evaluation suggests that Kahoot!'s educational value is highest when students are creating quizzes of relevant topics themselves, because it uses 437:. This made it possible to run the client on both mobile phones and laptops. The students who played the game using their own laptops could use the 393:
In March 2017, Kahoot! reached one billion cumulative participating players. In September 2017, Kahoot! launched a mobile application for homework.
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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
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The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, at the Department for Computer Science at the
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is such that the players are required to frequently look up from their devices. All players connect using a generated game
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A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journal
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were available (the first generation iPhone was released June 29, 2007). The server was implemented in
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According to research by two students at the Norwegian University of Science and Technology, the
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digital learning platform Clever, Inc. for $ 500 million to expand Clever Inc.'s reach globally.
332:, collaborating with professor Alfe Inge Wang to develop the website. Kahoot! was launched in a 526: 462: 367: 299: 873: 848:"SoftBank invests $ 215 million in education start-up Kahoot as coronavirus boosts e-learning" 509: 497: 489: 513: 8: 534: 295: 181: 157: 1378:. Academic Conferences and Publishing International: 729–736 – via Google Scholar. 1479: 1348: 926:"Kahoot drops $ 50M on Drops to add language learning to its gamified education stable" 493: 446: 340: 197: 173: 1270: 687: 165: 1293:"Dataspel i timen testar elevane – NRK Viten – Nyheter innen vitenskap og forskning" 453:
Lecture Quiz 2.0 was the first prototype where both teacher and student clients had
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In 2017, Kahoot! had raised $ 26.5 million in funding from Northzone, Creandum and
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Wu, Bian; Wang, Alf Inge; Børresen, Erling Andreas; Tidemann, Knut Andre (2011).
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available at the university, while those playing using mobile phones had to use
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in March 2013, and the beta was released to the public in September 2013.
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Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2008).
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Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2007).
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Underdal, Anlaug Gårdsrud; Sunde, Marthe Thorine (5 September 2014).
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platform. It has learning games, also known as "kahoots", which are
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shown on the common screen, and use a device to answer questions.
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International Conference on Software Engineering and Application
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Kahoot's user base grew more than 40 percent from 2020 to 2021.
430: 217: 201: 22: 1069:"Skype in the Classroom & Kahoot - Microsoft in Education" 585: 101: 1319:"The wear out effect of a game-based student response system" 951:"Norwegian education start-up Kahoot targets Asian expansion" 712:"Kahoot launches mobile app to make homework fun | GamesBeat" 458: 438: 418: 320:, Glitrafjord, and others in a $ 1.72 billion all-cash deal. 1414:
Investigating QoE in a Cloud-Based Classroom Response System
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for graphics, while the student clients were implemented on
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Conference on Software Engineering Education and Training
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Ramnarayan, Abhinav; Schuetze, Arno (February 10, 2021).
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International Conference on Computer Supported Education
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Kahoot! users gather around a common screen such as an
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None for quiz participation; required for quiz creation
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Lecture Quiz 1.0 was developed in 2006, before modern
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Web server. The teacher client was implemented as a
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IEEE: 197–204 – via Google Scholar. 917: 839: 813: 1507:Educational technology companies of Norway 1185:"Alf Inge Wang - Google Scholar Citations" 1098:"Can I play Kahoot! with others remotely?" 406:initial prototype was named Lecture Quiz. 396: 323: 100: 1462: 1452: 1434: 1342: 891: 793: 553: 82:Learn how and when to remove this message 361: 1517:Internet properties established in 2013 1119: 277:7 billion non-unique players as of 2022 1499: 1435:Wang, Alf Inge; Tahir, Rabail (2020). 1026: 978: 923: 845: 819: 685: 43:contains content that is written like 18:Norwegian online educational quiz game 1010:"隨堂測驗竟讓學生玩超嗨 全球900萬老師都在用的Kahoot!是什麼?" 1007: 1003: 1001: 979:Lunden, Ingrid (September 16, 2020). 1316: 924:Lunden, Ingrid (November 24, 2020). 580: 578: 576: 27: 637:Center for Instructional Technology 305:quizzes that can be accessed via a 120:The homepage of the Kahoot! website 13: 998: 905:(in Kinyarwanda). October 13, 2020 554:Takahashi, Dean (March 13, 2022). 14: 1533: 1281:: 26–35 – via ResearchGate. 846:Browne, Ryan (October 13, 2020). 704: 573: 429:application, in combination with 794:Takahashi, Dean (May 15, 2019). 525:Maksniemi, researchers from the 114: 32: 1480:"Catalog of certified products" 1471: 1428: 1405: 1382: 1359: 1310: 1299:from the original on 2019-04-26 1285: 1262: 1239: 1216: 1205:from the original on 2013-12-28 1191: 1177: 1166:from the original on 2017-10-13 1148: 1137:from the original on 2017-11-07 1090: 1061: 1035: 1020: 1008:Jiayi, Lin (October 26, 2021). 751:from the original on 2018-11-08 722:from the original on 2017-10-13 668:from the original on 2017-08-10 596:from the original on 2018-11-03 1522:Norwegian educational websites 820:Lunden, Ingrid (May 8, 2019). 762: 733: 679: 654: 625: 607: 314:Goldman Sachs Asset Management 1: 1454:10.1016/j.compedu.2020.103818 1335:10.1016/j.compedu.2014.11.004 1027:Taylor, Dan (April 7, 2021). 686:Lunden, Ingrid (2023-07-14). 540: 639:. 2015-07-02. Archived from 7: 1355:– via Google Scholar. 10: 1538: 615:"What is kahoot? Answered" 20: 1441:Computers & Education 1323:Computers & Education 505:Computers & Education 492:of the platform, in both 281: 271: 263: 255: 231: 223: 213: 135: 127: 108: 99: 21:Not to be confused with 1317:Wang, Alf Inge (2015). 1073:education.microsoft.com 498:cross-sectional studies 397:Research and prototypes 324:History and development 1512:Educational technology 527:University of Helsinki 368:interactive whiteboard 294:is a Norwegian online 1329:. Elsevier: 217–227. 1047:Government Technology 490:quality of experience 421:, integrated with an 362:Software and services 64:neutral point of view 1447:. Elsevier: 103818. 514:qualitative research 435:Java 2 Micro Edition 309:or the Kahoot! app. 535:21st-century skills 520:In 2016, Kahoot!'s 296:game-based learning 96: 56:promotional content 341:Microsoft Ventures 94: 58:and inappropriate 745:GamesIndustry.biz 447:telecom providers 347:in October 2020. 289: 288: 214:Country of origin 138:List of languages 128:Available in 92: 91: 84: 1529: 1491: 1490: 1488: 1486: 1475: 1469: 1468: 1466: 1456: 1432: 1426: 1425: 1409: 1403: 1402: 1386: 1380: 1379: 1363: 1357: 1356: 1346: 1314: 1308: 1307: 1305: 1304: 1289: 1283: 1282: 1266: 1260: 1259: 1243: 1237: 1236: 1220: 1214: 1213: 1211: 1210: 1195: 1189: 1188: 1181: 1175: 1174: 1172: 1171: 1152: 1146: 1145: 1143: 1142: 1123: 1117: 1116: 1114: 1113: 1104:. Archived from 1094: 1088: 1087: 1085: 1084: 1075:. Archived from 1065: 1059: 1058: 1056: 1054: 1039: 1033: 1032: 1024: 1018: 1017: 1005: 996: 995: 993: 991: 976: 967: 966: 964: 962: 957:. 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