Kahoot!

Kahoot!

Game-based learning platform for education

Overview

Kahoot! provides a game-based learning platform that lets users create, share, and play learning quizzes and games. It works by users building quizzes or choosing from content, then running live or self-paced sessions where participants answer questions for engagement and progress. The platform uses a freemium model: the basic tools are free, while premium features unlock advanced reporting, customization, and more content; it also earns revenue from partnerships and licensing with schools and businesses. Kahoot! differentiates itself with a broad ecosystem that includes specialized products for corporate training (Actimo, Motimate), language learning (Drops), and interactive teaching (Whiteboard.fi), plus a strong focus on security and GDPR compliance via the Kahoot! Trust Center. The company’s goal is to make learning more engaging and accessible for educational institutions, businesses, and individual users worldwide by providing easy-to-use, interactive learning experiences.

About Kahoot!

Simplify's Rating
Why Kahoot! is rated
B-
Rated B on Competitive Edge
Rated B on Growth Potential
Rated C on Differentiation

Industries

Data & Analytics

Consumer Software

Enterprise Software

Education

Company Size

501-1,000

Company Stage

IPO

Headquarters

Oslo, Norway

Founded

2012

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Simplify's Take

What believers are saying

  • September 3, 2026 launches added curriculum tagging, assignments, and multilingual language-learning features.
  • Goldman Sachs Asset Management's January 2024 buyout funds M&A and product expansion.
  • Kahoot! still reaches 10 million educators and 1.8 billion participants annually.

What critics are saying

  • Google widened Gemini in Classroom to every grade on August 10, 2026.
  • New York City banned student-facing generative AI through grade 8 on September 2, 2026.
  • Google Classroom and Gemini can commoditize Kahoot! quizzes, crushing student-facing demand.

What makes Kahoot! unique

  • Kahoot! pairs 300-plus studies with game-based learning and device-free classroom modes.
  • Jamf partnership on September 3, 2026 simplifies school-wide deployment across Apple devices.
  • The September 3, 2026 ChatGPT app turns PDFs, notes, and articles into kahoots.

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Funding

Total Funding

$348.8M

Above

Industry Average

Funded Over

11 Rounds

Notable Investors:
Acquisition funding comparison data is currently unavailable. We're working to provide this information soon!
Acquisition Funding Comparison
Coming Soon

Benefits

Parental Leave

Home Office Stipend

Phone/Internet Stipend

Meal Benefits

Flexible Work Hours

Company Social Events

Stock Price

Growth & Insights and Company News

Headcount

6 month growth

↑ 0%

1 year growth

↑ 0%

2 year growth

↑ 0%
Learning.com
Sep 4th, 2026
Language learning tech news & updates: September 5, 2026.

Language learning tech news & updates: September 5, 2026. September 4, 2026 by admin Last updated: September 4, 2026 This week: Google widened Gemini's reach to every K-12 grade in Classroom, New York City banned generative AI for its youngest students, and two tools already on this site's guides shipped notable updates. Below is what changed, plus one new piece of research worth knowing about. Industry news. Gemini Reaches Every Grade in Google Classroom. Google expanded Gemini in Google Classroom to students of all ages, starting August 10 on the web and August 17 on mobile. Until now, the student-facing study tools in Classroom (flashcards, practice quizzes, and study guides built from a teacher's own materials) were limited to students 18 and older. Access still runs through school administrators, and Google says the education version does not use student data to train its models, according to Google's own announcement. For teachers using Classroom, the practical question has shifted from whether this exists to whether your program has switched it on. New York City Bans Classroom AI Through Grade 8. On September 2, Mayor Zohran Mamdani and Schools Chancellor Kamar H. Samuels announced a one-year moratorium on student-facing generative AI for public school students from pre-K through 8th grade, affecting close to 600,000 students, roughly two-thirds of the district's enrollment. Companion chatbots are banned across all grades, and general-purpose tools including ChatGPT and Claude are blocked for the affected grades, per the Mayor's Office announcement. High schoolers keep limited, supervised access alongside new "AI critical thinking" coursework. It doesn't reach Korean universities directly, but it's a useful data point: the same month Google widened Gemini's reach to every grade, the largest school district in the US moved the other way for its youngest students. Google Offers College Students a Free Year of Paid AI. Google is giving eligible college students a free year of its paid AI plan: Google AI Pro (normally $19.99/month) in the US, and Google AI Plus in more than 140 other countries, including South Korea, according to Google's back-to-school page. Sign-up runs through December 31, 2026, requires ID verification, and auto-renews to a paid plan unless canceled. Worth mentioning to students weighing which AI subscription, if any, to pay for this semester. Tool updates. Kahoot Turns Source Material Into Instant Quizzes. Kahoot added a feature that turns PDFs, notes, and articles directly into a kahoot, cutting out the manual step of writing questions for source-based review games, per Kahoot's news page. It's part of a broader shift among quiz platforms toward AI-assisted content creation rather than AI-assisted content consumption. For a full rundown of where Kahoot fits against its competitors, see this site's classroom tools guide. Wayground Adds AI Worksheet Grading. Wayground (formerly Quizizz) released a companion app that lets teachers photograph a class set of worksheets or bubble sheets and have AI grade them, drafting scores and comments that a teacher reviews before anything posts to the gradebook, according to the app's own App Store listing. Whether that's a good use of AI is genuinely contested among teachers. EdTech blogger Larry Ferlazzo, reviewing the update, wrote that he was "less excited about its AI grading worksheets" in a post on his blog. That's one experienced teacher's opinion, not a research finding, but it's a reasonable starting point if you're deciding whether to turn the feature on. Duolingo Keeps Growing Despite the AI Backlash. Duolingo's Q2 2026 earnings, reported August 5, showed daily active users up 23% year-over-year and revenue at $298.45 million, though the company's Q3 guidance came in below analyst expectations, per its own shareholder letter. The numbers suggest last year's shift toward AI-generated lesson content, which drew criticism from some longtime users, hasn't dented growth so far. That controversy was covered in its July Duolingo coverage. Research. New Meta-Analysis: AI Feedback Holds Up Against Human Feedback, Mostly. A meta-analysis published this year in Educational Psychology, led by Rogers Kaliisa at the University of Oslo, pooled 41 studies (combined N = 4,813) comparing AI-generated feedback to human-provided feedback and found no statistically significant difference in learning outcomes or student perceptions overall, per the published study. Hybrid arrangements, where AI feedback supplemented a teacher's own, tended to outperform either source alone. One caveat: the included studies run from 2010 to January 2024, so most predate the current generation of ChatGPT-style feedback tools. Whether the finding holds for the tools teachers are actually using now is an open question, not a settled one. For more research like this, see the site's CALL reading list.

PR Newswire
Sep 3rd, 2026
Kahoot! launches device-free modes and ChatGPT app for 10M+ educators backed by 300+ studies

Kahoot!, the global learning platform used by over 10 million educators, has launched new features for the upcoming school year. The company introduced device-free game modes allowing students to participate without personal devices, reducing screen time whilst maintaining engagement. New tools include curriculum-aligned content tagging for US educators across all 50 states and Kahootopia! Assignments for asynchronous learning. The platform has also released a ChatGPT integration enabling users to create interactive sessions directly within ChatGPT conversations. Backed by more than 300 independent studies, Kahoot! ranked first on EduEvidence's Global EdTech Evidence List. Research shows the platform improves academic performance by a full letter grade whilst reducing test anxiety. The Oslo-based company has partnered with Jamf to enable large-scale deployment across educational institutions and participates in the UK Department for Education's AI Education Content Store programme.

Kahoot!
Sep 3rd, 2026
Kahoot! launches new experiences to boost engagement and help improve learning outcomes this Back to School season.

Kahoot! launches new experiences to boost engagement and help improve learning outcomes this Back to School season. Used by more than 10 million educators worldwide and shown by 300+ independent studies to improve learning outcomes, Kahoot! is introducing device-free game modes, Kahootopia! Assignments, a ChatGPT app and curriculum-aligned content helping teachers engage every student from day one and keep them progressing all year. Oslo, Norway - 3 September, 2026 - Kahoot!, the global learning and engagement platform company, today announces its latest features offering new ways to teach and learn on Kahoot! this Back-to-School season. With these flexible tools and tailored features, educators can engage all students from day 1 and strengthen achievement throughout the academic year. "The start of a new academic year is a moment of possibility and real pressure. Educators are being asked to close learning gaps, engage students, and prove impact, often all at once. Kahoot! exists to make that easier," said Liz Crawford, Senior Director, Global Education at Kahoot!. "This Back-to-School season, we're giving educators new ways to turn everyday classroom moments into measurable progress, because engagement isn't the finish line; it's the starting point for better outcomes." Shown by independent studies to improve student learning outcomes. This new school year, digital learning tools continue to play a key role in ensuring that learning is engaging, inclusive, and personalized. Limited budgets and concerns about unproductive screen time, however, are prompting sharper focus on EdTech's evidence base. Backed by more than 300 independent studies, Kahoot! is one of the most globally researched EdTech solutions. This research has shown how Kahoot! increases student engagement, classroom participation, reduces students' test anxiety, and improves academic performance on a typical test by a full letter grade. Additionally, Kahoot! has received a number of independent awards and third-party certifications confirming Kahoot!'s alignment with key quality standards. Kahoot! was ranked #1 on EduEvidence's Global EdTech Evidence List, which ranked 1,000 EdTech products across 75+ countries. Kahoot! is the only company to have earned EduEvidence's Gold certifications for Efficacy, Ethics, and Equity. The ultimate education platform for engaging learning and formative assessment. With Kahoot!, educators can quickly create engaging and interactive lessons, asynchronous assignments, content review sessions, and formative assessments. Enhanced with opt-in AI tools, Kahoot! helps teachers reduce prep time while facilitating active and collaborative learning. Educators can gauge students' understanding and boost knowledge retention with kahoot sessions, even without student devices. New and updated features also make it easier to ensure that learning is aligned with the curriculum, accessible for all students, and protects students' and educators' privacy. * Make learning sessions more collaborative and inclusive with new device-free experiences - Designed for classrooms with limited access to devices or where educators wish to reduce screen time, these two new game experiences enable all students to participate in the joyful competitive experience of a kahoot session, without requiring personal devices. This keeps students' eyes up and focused on peer engagement, strengthening connection and a sense of community in the classroom. * * Classic: Unplugged adapts the classic Kahoot! experience, only displaying the questions on one classroom screen or teacher's device. Students are prompted to discuss and decide on an answer as a class or in teams, which the teacher submits. * * In Team Tiles: Unplugged, teams of students take turns choosing a tile from a digital tileboard on a shared screen. Each flipped tile reveals a new question for the teams to answer together, and the teacher submits their answer on the shared device. * Create and discover curriculum and standards-aligned learning content - It is now easier than ever to create and find ready-made learning content aligned with specific curriculums and standards on Kahoot!. With a Kahoot! EDU site license, U.S. educators can tag learning content with national curriculum standards and state standards for all 50 U.S. states, as well as search for publicly available learning content on Kahoot! by curriculum standard. Kahoot! is also one of five organisations selected to participate in the UK Department for Education's AI Education Content Store Public Beta Advanced Support Programme. Kahoot! is testing how the store's curriculum-aligned source material can support AI-assisted creation of high-quality learning content. As part of this wider push to serve local teaching needs, UK educators will also soon also be able to discover free, ready-to-use content developed using materials from providers including Oak National Academy. * Ensure accessible and inclusive learning for every student - Kahoot! offers a range of features designed for accessibility and inclusive learning. These include features to support special education, as well as flexible features that enable differentiation and personalization for students with varied learning needs. For example, educators can give students extended time accommodations by hosting a kahoot session in Accuracy experience, awarding points only for accuracy, not speed. Kahootopia, in which students complete kahoots to grow a digital class island together, also encourages inclusive learning by celebrating shared class achievement. * Protect students' personal data in their digital learning experiences - With a Data Privacy Certification by 1EdTech and a verified privacy seal from Common Sense Privacy, Kahoot! is strongly committed to protecting students' personal data. On Kahoot!, there are no ads, no data selling, and no third-party ads tracking, and students can participate by scanning a QR code or an anonymous game pin. Kahoot!'s Trust Center provides transparency in its data policies and practices, and account holders can control their data usage. Admins can also control which AI features to enable, with guidance to protect users' personal information. * Boost student motivation for asynchronous classwork with Kahootopia! Assignments - In Kahootopia!, students work together to grow a digital class island by completing kahoots and earning shared achievements. Kahootopia! Assignments now brings this powerful learning experience to asynchronous work. As students independently complete a Kahootopia! Assignment, they earn achievements for the class island. This not only motivates students to complete asynchronous assignments, as they see the impact of their individual contributions; it also encourages collaboration, teamwork, and belonging by celebrating students' shared accomplishments. * Support multilingual classrooms with Kahoot! Language Learning - Educators teaching language classes or classes with diverse language needs can help students improve their skills through playful, interactive learning content with Kahoot! Language Learning. Choose from over 50 languages, and build essential vocabulary, grammar, and pronunciation skills through game-based lessons at students' own pace. * Schools can now deploy Kahoot! to teacher and student devices at scale with Jamf - Kahoot! has become a premium partner of Jamf, a global provider of device management, app deployment, and SSO for Apple devices. Through this partnership, schools, districts, and higher education institutions can seamlessly deploy and manage Kahoot! EDU solutions to teacher and student devices at scale. Jamf provides continuity and equitable access to Kahoot! across schools, districts, and school systems, enabling all educators and students to seamlessly access engaging tools for formative assessment. * Create and edit kahoots directly inside ChatGPT with Kahoot!'s new integration - With the new Kahoot! ChatGPT app, educators and students can create interactive and engaging Kahoot! sessions within their ChatGPT conversations, without having to switch between apps. Free and available to all ChatGPT users, the app makes it easy to turn existing teaching and study materials - including PDFs, articles, study notes, and ideas - into kahoots in minutes. Users can then review the questions and ask ChatGPT to make changes as needed, such as adjusting the questions' difficulty level or translating them to another language, before opening the finished learning content in Kahoot!. About Kahoot! Kahoot!, the global learning and engagement platform company, is on a mission to make learning awesome by empowering everyone, children, students, and employees, to reach their full potential. Its platform enables individuals and organizations to easily create, share, and host engaging learning sessions. Since launching in 2013, Kahoot! has become a global leader, hosting hundreds of millions of sessions with over 14 billion cumulative participants across 200+ countries and regions. Clever, the global identity platform for K-12, is also part of Kahoot! Group, serving millions of educators, students, and schools every day. Headquartered in Oslo, Norway, Kahoot also have offices in the US, UK, France, Finland, Australia, Singapore, Japan, Estonia, Denmark, Spain, and Poland. Media Contact David Hopkins - Communication Manager [email protected]

Kahoot!
Jul 14th, 2026
Inspire young learners to build skills in math, cognition, and more with Pompompurin on Kahoot!

Inspire young learners to build skills in math, cognition, and more with Pompompurin on Kahoot! Discover playful learning on a brand-new Kahoot! channel dedicated to the one-and-only Pompompurin, a globally loved character from Sanrio! Today, I'm excited to share that Kahoot! is expanding its collaboration with Sanrio characters with the launch of the Pompompurin channel! On this new channel of free, ready-to-play kahoots, students and young learners can explore a wide variety of educational topics while having a blast with Pompompurin, Sanrio's beloved beret-wearing golden retriever! Explore a world of learning with Pompompurin in the classroom. Celebrating Pompompurin's 30th anniversary since making his debut, this collection of kahoots invites young students to grow key skills and knowledge while Pompompurin sparks curiosity and fun. Bring playfulness to practicing skills including math, drawing, memory and cognition, and even leadership and team building. Students can also explore the science of outer space and sleep, learn about different careers, and more! Blast off with Pompompurin and discover fun, surprising facts about space, planets, and stars. (C) 2026 SANRIO CO., LTD. Help Pompompurin with his grocery shop by estimating prices, rounding, and adding totals. Make smart guesses, compare costs, and see if the money is enough. (C) 2026 SANRIO CO., LTD. Discover interesting facts about different careers and think about what you might like to learn more about with Pompompurin! (C) 2026 SANRIO CO., LTD. Spark joy for younger learners and strengthen core skills. With Pompompurin's good-natured and laidback attitude, kids can enjoy the journey of discovering new ideas and building foundational skills through these kahoots designed for younger learners. Set off on a learning adventure to explore prepositions and literacy skills, colors and shapes, and cognitive skills including close looking and recognizing. In these kahoots, young learners can join Pompompurin on the way to work, to gather for a tea party, to grab a snack at a sushi restaurant, and beyond!

Kahoot!
Jun 8th, 2026
Kahoot! appoints Andreas Saastad as new Group CFO.

Kahoot! appoints Andreas Saastad as new Group CFO. Kahoot!, the global learning and engagement platform company, announced today the appointment of Andreas Saastad as Group Chief Financial Officer (CFO) Oslo, Norway - June 8, 2026 - Kahoot!, the global learning and engagement platform company, announced today the appointment of Andreas Saastad as Group Chief Financial Officer (CFO) effective from 1 September, 2026. "Andreas brings a solid combination of finance, strategy, and business development experience to Kahoot!," said Eilert Hanoa, CEO of Kahoot! Group. "As we continue our growth journey, we are confident Andreas will further strengthen the Kahoot! team and help us fulfill our mission of making learning awesome." Andreas joins Kahoot! from Vipps MobilePay, where he has served as CFO. Prior to that, he was a Partner at Boston Consulting Group. Powering engaging learning experiences globally at scale, Kahoot! is trusted by millions of educators and learners in classrooms and at home, and by thousands of companies and organizations worldwide. Over the past 12 months, more than 1.8 billion participants (non-unique) have taken part in over 380 million Kahoot! Sessions. As Group CFO, Andreas will lead the Kahoot! Group Finance organization and also help drive strategic projects and business development initiatives across the group to support Kahoot!'s continued growth and long-term value creation together with the rest of the Kahoot! team. "Kahoot! is one of the most exciting companies to come out of the Nordics, and joining such an ambitious, global company with a meaningful mission of making learning awesome is really energizing. I look forward to contributing with my experience helping Kahoot! take the next steps in the growth journey," said Andreas Saastad. About Kahoot! Kahoot!, the global learning and engagement platform company, is on a mission to make learning awesome by empowering everyone, children, students, and employees, to reach their full potential. Its platform enables individuals and organizations to easily create, share, and host engaging learning sessions. Since launching in 2013, Kahoot! has become a global leader, hosting hundreds of millions of sessions with over 14 billion cumulative participants across 200+ countries and regions. Clever, the global identity platform for K-12, is also part of Kahoot! Group, serving millions of educators, students, and schools every day. Headquartered in Oslo, Norway, Kahoot Group also have offices in the US, UK, France, Finland, Australia, Singapore, Japan, Estonia, Denmark, Spain, and Poland.

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