The review and quiz platform and now verb Kahoot! has seen the kind of growth that is only really achievable in the digital space; more than 250 million learning games were played on Kahoot! in the last year with five billion players in 200 countries since launch.
More than seven million teachers use the app and hundreds of millions of students at last count, while research has revealed a positive effect on learning performance, classroom dynamics, attitudes and anxiety from kindergarten through to college.
“Kahoot!’s game-based learning dynamics have proven an effective strategy to enhance education, as students are inherently motivated through play, curiosity and a desire to win, leading them to learn without realising it. Teachers tend to use the platform to introduce new topics, review content, create engagement in the classroom, support distance learning, focus on accuracy, run assessments and so much more – the applications are incredibly broad,” says Eilert Giertsen Hanoa, CEO of Kahoot!
One teacher inspired by Kahoot!’s “learners to leaders” pedagogy, Malaysia’s Goh Kok Ming, introduced new ways to give his students more autonomy when studying at home. He used Kahoot!’s new study modes, which included flashcards, to give students an easy way to learn new content and revise while at home. With this feature, Goh’s students took initiative and started searching for more relevant content independently, as well as inspiring some friendly competition amongst themselves.
“Studies reveal that the application of Kahoot! significantly raised 70 per cent of students’ final grades or test scores, compared to other teaching methods. Our studies illustrate how Kahoot! improves classroom dynamics to create a safer and more positive learning environment – something that is integral to the process of education."
Classes using Kahoot! experience increased attendance, student participation, engagement and motivation, using it enhances interaction between students and peers, and students and teachers. That’s good news as we become more reliant on digital tools and workflows.
“As it stands, the education sector is at a crossroads. The industry has undergone a period of great uncertainty and transformation throughout the pandemic. As education across the globe shifted to being offered remotely, schools and other institutions rapidly adopted digital tools to help support this transition,” says Hanoa.
With many students being back in the physical classroom or working through a hybrid learning model, educators must ask what learnings can be taken from the past year, and how we can use this as an opportunity to implement solutions that improve learning outcomes.
“COVID-19 will continue to present challenges to the way people learn and access education, meaning the digitisation of the sector will continue to grow. Remote and digital learning is here to stay but it’s now about tailoring learning approaches to a hybrid model.
“While progress has been substantial, there’s still a long way to go. A significant investment is needed to keep up with the increasing demand for virtual learning, equipment and infrastructure needs, as well as providing training for teachers, instructors and support staff to make online learning a more seamless experience – in or out of the classroom.”
Platforms, like Kahoot!, have the ability to drive personalised learning, help students reinforce learnings, remember and retain knowledge, levelling the playing field in education.
“Learning is an incredibly individual experience, and no two students will learn in the same way. Research has demonstrated that there are as many as 71 different learning styles, making it clear that education must be personalised to ensure students are gaining the best outcomes.
“For students, having the right tools to support their learning is critical. Game-based learning tools empower students to take charge of their own learning, consequently boosting motivation and engagement."
Game-based learning has quickly become a cultural phenomenon. Today, Kahoot! is played everywhere from business training sessions, at sporting and cultural events, and in any social and learning context, whether in-person or virtually.
“We wanted to create a platform that makes it easy for any individual, school, organisation or corporation to create, share, and play learning games that drive compelling engagement.
“At Kahoot!, we’re 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.
“APAC is the third largest continent in terms of paid subscriptions and invoiced revenue for Kahoot! following North America and Europe. Asia is a priority market for Kahoot! after having experienced solid growth and adoption in the market from users and customers in the market. In addition to launching new features and functionalities, we will focus on new partnerships and content related to the Asian market.”