Kahoot

About
Kahoot! is a global learning platform company that wants to empower everyone, including children, students, and employees, to unlock their full learning potential.

Our learning platform makes it easy for any individual or corporation to create, share, and play learning games that drive compelling engagement. Kahoot! games can be played anywhere, in person or virtually, using any device with an internet connection.

In addition, our family of apps takes math learning to a new level and empowers children to learn to read through play. Learners of all ages can make language learning natural with immersive visuals and play through our Drops apps, and organizations can connect and engage their work teams with Actimo, our employee engagement platform.

Kahoot! offers free and paid plans designed for use in the classroom, at work—whether in-person or virtual— or at home for social use or self-study. Today, Kahoot! is used by 9 million teachers globally, hundreds of millions of students and families, and 97% of Fortune 500 companies.

In the last 12 months, more than 300 million games have been played on the Kahoot! platform with over 1.9 billion participating players in 200 countries. Kahoot! currently serves over 930K paying users with headquarters in Norway and offices in the US, the UK, France, Finland, Estonia, Denmark and Spain.

Mission
Make learning awesome!

To make learning awesome! At Kahoot!, we are all about lifelong learning. In life, we learn new skills through curiosity and play. By combining the two, in a fun and social way, we can unlock the learning potential within all of us, no matter the subject, age or ability.

Unleashing this potential within every learner is what drives us, which is why we are on a mission to make learning awesome. We do this by creating engaging and impactful experiences for our users, and through our vision of building the leading learning platform in the world.

History
Kahoot! was founded in 2012 by Morten Versvik, Johan Brand, and Jamie Brooker who, in a joint project with the Norwegian University of Science and Technology (NTNU), teamed up with Professor Alf Inge Wang, and were later joined by entrepreneur Åsmund Furuseth. The technology is based on research conducted by Kahoot! co-founder Morten Versvik, a student of Professor Wang’s at the time, for his Master’s degree at NTNU.

Kahoot! was launched in private beta in March 2013 at SXSWedu. In September 2013, the beta was opened to the public, and it’s been quite a ride ever since!

Building a company with learning at its heart, we chose to address the classroom first, but it seems game-based learning is now a pop culture phenomenon! Today, the Kahoot! movement spans far beyond classrooms: it is played in business training sessions, at sporting and cultural events, and in any social and learning context, whether in-person or virtually. Read more about Kahoot! for schools, Kahoot! for business, Kahoot! for home and Kahoot! Academy. Since 2019, Kahoot!’s family of learning apps has also included DragonBox, maker of award-winning apps for learning math, and Poio, an acclaimed learn-to-read app for children. In 2020, Kahoot! expanded its family of apps with Actimo, for enterprise learning, as well as the award-winning Drops apps for language learning.

Disclaimer
All info was from the official Kahoot website post. Thank you to them for posting this and giving the history of Kahoot.

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