473:
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.
351:
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
508:
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.
472:
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
116:
476:
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
449:
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
524:
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
480:
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
516:
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
507:
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
405:
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
1390:
477:
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.
1516:
821:
1296:
632:
402:
329:
740:
1028:
445:
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
59:
795:
555:
1391:"The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!"
1105:
1155:
401:
The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, at the Department for Computer Science at the
1521:
847:
1134:
386:
is such that the players are required to frequently look up from their devices. All players connect using a generated game
1068:
1042:
1202:
711:
81:
503:
A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journal
661:
1511:
63:
387:
1184:
434:
981:"User-generated e-learning site Kahoot acquires Actimo for up to $ 33M to double down on corporate sector"
898:
593:
426:
414:
688:"Gamified e-learning platform Kahoot gets acquired in a $ 1.7B deal led by Goldman Sachs, Lego and more"
413:
were available (the first generation iPhone was released June 29, 2007). The server was implemented in
1292:
640:
950:
484:
According to research by two students at the Norwegian University of Science and Technology, the
355:
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
1458:
1448:
1417:
1352:
1338:
1330:
1029:"Oslo-based employee engagement and learning platform Motimate acquired by Kahoot!"
339:
In 2017, Kahoot! had raised $ 26.5 million in funding from Northzone, Creandum and
317:
205:
193:
189:
185:
161:
141:
1453:
1436:
1334:
1401:. Academic Conferences International Limited: 737–746 – via Google Scholar.
1269:
Wu, Bian; Wang, Alf Inge; Børresen, Erling Andreas; Tidemann, Knut Andre (2011).
1126:
485:
379:
375:
302:
272:
177:
153:
149:
51:
874:"SoftBank-backed Kahoot plans $ 7 billion Oslo listing in coming weeks: sources"
822:"Educational gaming platform Kahoot acquires math app maker DragonBox for $ 18M"
441:
available at the university, while those playing using mobile phones had to use
466:
454:
371:
352:
169:
145:
55:
1076:
1500:
770:"Norwegian! edtech! unicorn! Kahoot! secures! $ 28 million! in! new! equity!"
422:
313:
1198:
333:
769:
336:
in March 2013, and the beta was released to the public in September 2013.
1463:
1343:
662:"Why Kahoot is one of my favourite classroom tools — Tomorrow's Learners"
383:
306:
1421:
1009:
115:
1271:"Improvement of a Lecture Game Concept - Implementing Lecture Quiz 2.0"
633:"Kahoot! as Formative Assessment - Center for Instructional Technology"
530:
410:
1246:
Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2008).
1223:
Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2007).
370:, projector, or a computer monitor. The site can also be used through
1412:
Underdal, Anlaug Gårdsrud; Sunde, Marthe Thorine (5 September 2014).
614:
899:"SoftBank takes 9.7% stake in Norway's Kahoot, boosting share price"
298:
platform. It has learning games, also known as "kahoots", which are
521:
344:
1156:"Homework Game Changer Kahoot! Launches Mobile App -- THE Journal"
796:"Kahoot acquires reading app Poio to expand its learning platform"
556:"Eilert Hanoa interview: Why the kids education market is booming"
390:
shown on the common screen, and use a device to answer questions.
1437:"The effect of using Kahoot! for learning – A literature review"
1368:"The effect of digitizing and gratifying quizzing in classrooms"
1229:
International Conference on Software Engineering and Application
358:
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
1127:"Norwegian edtech company Kahoot! reaches 1 billion players"
433:
for graphics, while the student clients were implemented on
1477:
1245:
1222:
741:"Educational games startup Kahoot valued at $ 300 million"
1252:
Conference on Software Engineering Education and Training
872:
Ramnarayan, Abhinav; Schuetze, Arno (February 10, 2021).
1275:
International Conference on Computer Supported Education
865:
442:
366:
Kahoot! users gather around a common screen such as an
267:
None for quiz participation; required for quiz creation
1268:
409:
Lecture Quiz 1.0 was developed in 2006, before modern
1248:"An evaluation of a mobile game concept for lectures"
237:
1043:"Ed Tech Company Kahoot! Acquires Clever for $ 500M"
943:
425:
Web server. The teacher client was implemented as a
246:
62:, and by adding encyclopedic content written from a
871:
517:compared to traditional teaching and other tools.
1225:"Lecture quiz-a mobile game concept for lectures"
586:"About Kahoot! | Company History & Key Facts"
1498:
488:in accessing the website greatly influences the
1478:Education Alliance Finland (28 November 2017).
1366:Wang, Alf Inge; Zhu, Meng; Sætre, Rune (2016).
974:
972:
787:
403:Norwegian University of Science and Technology
330:Norwegian University of Science and Technology
312:In July 2023, Kahoot agreed to be acquired by
1411:
1388:
1235:. IASTED: 305–310 – via Google Scholar.
547:
1365:
969:
1395:European Conference on Games Based Learning
1389:Wang, Alf Inge; Lieberoth, Andreas (2016).
1372:European Conference on Games Based Learning
1258:. 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:. March 11, 2021
947:
941:
940:
938:
936:
921:
915:
914:
912:
910:
895:
889:
888:
886:
884:
869:
863:
862:
860:
858:
843:
837:
836:
834:
832:
817:
811:
810:
808:
806:
791:
785:
784:
782:
781:
766:
760:
759:
757:
756:
737:
731:
730:
728:
727:
708:
702:
701:
699:
698:
683:
677:
676:
674:
673:
658:
652:
651:
649:
648:
629:
623:
622:
611:
605:
604:
602:
601:
582:
571:
570:
568:
566:
551:
533:, and practices
318:General Atlantic
251:
248:
242:
239:
118:
104:
97:
93:
87:
80:
76:
73:
67:
45:an advertisement
36:
35:
28:
1537:
1536:
1532:
1531:
1530:
1528:
1527:
1526:
1497:
1496:
1495:
1494:
1484:
1482:
1476:
1472:
1433:
1429:
1410:
1406:
1387:
1383:
1364:
1360:
1315:
1311:
1302:
1300:
1291:
1290:
1286:
1267:
1263:
1244:
1240:
1221:
1217:
1208:
1206:
1197:
1196:
1192:
1183:
1182:
1178:
1169:
1167:
1154:
1153:
1149:
1140:
1138:
1125:
1124:
1120:
1111:
1109:
1102:Kahoot! Support
1096:
1095:
1091:
1082:
1080:
1067:
1066:
1062:
1052:
1050:
1041:
1040:
1036:
1025:
1021:
1006:
999:
989:
987:
977:
970:
960:
958:
955:Financial Times
949:
948:
944:
934:
932:
922:
918:
908:
906:
897:
896:
892:
882:
880:
870:
866:
856:
854:
844:
840:
830:
828:
818:
814:
804:
802:
792:
788:
779:
777:
768:
767:
763:
754:
752:
739:
738:
734:
725:
723:
716:venturebeat.com
710:
709:
705:
696:
694:
684:
680:
671:
669:
660:
659:
655:
646:
644:
631:
630:
626:
613:
612:
608:
599:
597:
584:
583:
574:
564:
562:
552:
548:
543:
486:network latency
399:
380:Google Hangouts
364:
326:
303:multiple-choice
245:
243:
236:
209:
208:
139:
123:
122:
121:
112:
88:
77:
71:
68:
49:
37:
33:
26:
19:
12:
11:
5:
1535:
1525:
1524:
1519:
1514:
1509:
1493:
1492:
1470:
1427:
1404:
1381:
1358:
1309:
1295:. 2012-06-15.
1284:
1261:
1238:
1215:
1199:"Lecture Quiz"
1190:
1176:
1147:
1118:
1089:
1060:
1034:
1019:
997:
968:
942:
916:
890:
864:
838:
812:
786:
776:. 11 June 2020
761:
732:
718:. 2017-09-14.
703:
678:
653:
624:
606:
572:
545:
544:
542:
539:
467:social science
455:web-interfaces
398:
395:
372:screen-sharing
363:
360:
325:
322:
300:user-generated
287:
286:
283:
279:
278:
275:
269:
268:
265:
261:
260:
257:
253:
252:
235:Main website:
233:
229:
228:
225:
221:
220:
215:
211:
210:
140:
137:
136:
133:
132:
129:
125:
124:
119:
113:
110:
109:
106:
105:
90:
89:
72:September 2022
60:external links
40:
38:
31:
17:
9:
6:
4:
3:
2:
1534:
1523:
1520:
1518:
1515:
1513:
1510:
1508:
1505:
1504:
1502:
1481:
1474:
1465:
1464:11250/2646041
1460:
1455:
1450:
1446:
1442:
1438:
1431:
1423:
1419:
1415:
1408:
1400:
1396:
1392:
1385:
1377:
1373:
1369:
1362:
1354:
1350:
1345:
1344:11250/2496267
1340:
1336:
1332:
1328:
1324:
1320:
1313:
1298:
1294:
1288:
1280:
1276:
1272:
1265:
1257:
1253:
1249:
1242:
1234:
1230:
1226:
1219:
1204:
1200:
1194:
1186:
1180:
1165:
1161:
1157:
1151:
1136:
1132:
1128:
1122:
1108:on 2018-06-12
1107:
1103:
1099:
1093:
1079:on 2017-08-10
1078:
1074:
1070:
1064:
1049:. 14 May 2021
1048:
1044:
1038:
1030:
1023:
1015:
1011:
1004:
1002:
990:September 23,
986:
982:
975:
973:
961:September 23,
956:
952:
946:
935:September 23,
931:
927:
920:
909:September 23,
904:
900:
894:
883:September 23,
879:
875:
868:
857:September 23,
853:
849:
842:
827:
823:
816:
805:September 23,
801:
797:
790:
775:
771:
765:
750:
746:
742:
736:
721:
717:
713:
707:
693:
689:
682:
667:
663:
657:
643:on 2017-02-01
642:
638:
634:
628:
620:
616:
610:
595:
591:
587:
581:
579:
577:
561:
557:
550:
546:
538:
536:
532:
528:
523:
518:
515:
511:
506:
501:
499:
495:
491:
487:
482:
478:
474:
470:
468:
464:
460:
456:
451:
448:
444:
440:
436:
432:
428:
424:
420:
416:
412:
407:
404:
394:
391:
389:
385:
381:
377:
373:
369:
359:
356:
354:
348:
346:
342:
337:
335:
331:
321:
319:
315:
310:
308:
304:
301:
297:
293:
284:
280:
276:
274:
270:
266:
262:
258:
254:
250:
241:
234:
230:
226:
222:
219:
216:
212:
207:
203:
199:
195:
191:
187:
183:
179:
175:
171:
167:
163:
159:
155:
151:
147:
143:
134:
130:
126:
117:
107:
103:
98:
86:
83:
75:
65:
61:
57:
53:
47:
46:
41:This article
39:
30:
29:
24:
16:
1483:. Retrieved
1473:
1444:
1440:
1430:
1422:11250/262998
1413:
1407:
1398:
1394:
1384:
1375:
1371:
1361:
1326:
1322:
1312:
1301:. Retrieved
1287:
1278:
1274:
1264:
1255:
1251:
1241:
1232:
1228:
1218:
1207:. Retrieved
1193:
1179:
1168:. Retrieved
1159:
1150:
1139:. Retrieved
1130:
1121:
1110:. Retrieved
1106:the original
1101:
1092:
1081:. Retrieved
1077:the original
1072:
1063:
1051:. Retrieved
1046:
1037:
1022:
1014:CommonWealth
1013:
988:. Retrieved
984:
959:. Retrieved
954:
945:
933:. Retrieved
929:
919:
907:. Retrieved
902:
893:
881:. Retrieved
877:
867:
855:. Retrieved
851:
841:
829:. Retrieved
825:
815:
803:. Retrieved
799:
789:
778:. Retrieved
773:
764:
753:. Retrieved
744:
735:
724:. Retrieved
715:
706:
695:. Retrieved
691:
681:
670:. Retrieved
656:
645:. Retrieved
641:the original
636:
627:
618:
609:
598:. Retrieved
589:
563:. Retrieved
559:
549:
519:
510:quantitative
504:
502:
494:longitudinal
483:
479:
475:
471:
452:
408:
400:
392:
374:tools, like
365:
357:
349:
338:
334:private beta
327:
311:
291:
290:
264:Registration
131:17 languages
78:
69:
54:by removing
50:Please help
42:
15:
1160:THE Journal
831:January 19,
800:VentureBeat
560:VentureBeat
522:pedagogical
411:smartphones
384:game design
307:web browser
227:Kahoot! ASA
1501:Categories
1416:(Thesis).
1303:2019-04-26
1209:2019-04-26
1170:2017-10-13
1141:2017-11-01
1112:2018-06-07
1083:2017-08-09
985:TechCrunch
930:TechCrunch
826:TechCrunch
780:2020-06-11
755:2018-11-01
726:2017-10-13
697:2023-07-15
692:TechCrunch
672:2017-08-09
647:2017-08-09
619:Kahoot.com
600:2018-11-01
541:References
531:creativity
316:alongside
285:March 2013
256:Commercial
182:Portuguese
158:Indonesian
111:Screenshot
52:improve it
198:Ukrainian
174:Norwegian
1297:Archived
1203:Archived
1164:Archived
1135:Archived
749:Archived
720:Archived
666:Archived
594:Archived
565:April 1,
345:SoftBank
282:Launched
166:Japanese
1353:1537355
1131:Tech.eu
903:Reuters
878:Reuters
774:Tech.eu
590:Kahoot!
292:Kahoot!
206:Chinese
194:Turkish
190:Swedish
186:Spanish
162:Italian
142:English
95:Kahoot!
1485:11 May
1351:
1053:21 May
459:HTML 5
431:OpenGL
423:Apache
382:. The
247:kahoot
244:Game:
238:kahoot
218:Norway
202:Arabic
178:Polish
154:German
150:French
23:cahoot
1349:S2CID
439:Wi-Fi
419:MySQL
273:Users
224:Owner
170:Malay
146:Dutch
1487:2020
1055:2021
992:2021
963:2021
937:2021
911:2021
885:2021
859:2021
852:CNBC
833:2022
807:2021
567:2022
512:and
496:and
463:CSS3
461:and
427:Java
417:and
415:Java
376:Zoom
240:.com
1459:hdl
1449:doi
1445:149
1418:hdl
1339:hdl
1331:doi
388:PIN
378:or
353:SSO
259:Yes
249:.it
232:URL
1503::
1457:.
1443:.
1439:.
1399:10
1397:.
1393:.
1376:10
1374:.
1370:.
1347:.
1337:.
1327:82
1325:.
1321:.
1277:.
1273:.
1256:21
1254:.
1250:.
1233:11
1231:.
1227:.
1201:.
1162:.
1158:.
1133:.
1129:.
1100:.
1071:.
1045:.
1012:.
1000:^
983:.
971:^
953:.
928:.
901:.
876:.
850:.
824:.
798:.
772:.
747:.
743:.
714:.
690:.
664:.
635:.
617:.
592:.
588:.
575:^
558:.
537:.
469:.
443:3G
204:,
200:,
196:,
192:,
188:,
184:,
180:,
176:,
172:,
168:,
164:,
160:,
156:,
152:,
148:,
144:,
1489:.
1467:.
1461::
1451::
1424:.
1420::
1341::
1333::
1306:.
1279:3
1212:.
1187:.
1173:.
1144:.
1115:.
1086:.
1057:.
1031:.
1016:.
994:.
965:.
939:.
913:.
887:.
861:.
835:.
809:.
783:.
758:.
729:.
700:.
675:.
650:.
621:.
603:.
569:.
85:)
79:(
74:)
70:(
66:.
48:.
25:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.