Kahoot! is a interaction tool that intends to increase engagement and allow for more exciting open learning dynamics using aspects of gamification in e-learning. It is a new tool to raise awareness with specific targeted content.
Kahoot! is an easy to use cross-platform user-response tool which allows educators, teachers, and hosts to create a more interactive environments that engages with the users. Kahoot! enables the creation of an interactive open learning environment. The host can create their surveys, interactive presentation or small quizzes that afterwards can be presented on the screen and can be accessed by anyone from a phone, tablet, laptop or pc without registration or downloading anything.
Kahoot allows for quick overview/statistics of engagement via integrated reports which can be used to further developing a better-guided plan for a workshop or any course. Kahoot! eneables real-life responses to be shown to the audience or peers to initiate a better discussion. Kahoot! main objective is to introduce new ways of learning in academia and workspaces by introducing aspects of gamification to events as training sessions, classes and webinars (among others).
Kahoot has couple versions of its tools. The main basic Kahoot is easy to use and suited for smaller classes and groups. Kahoot work is mainly oriented on workspaces, organizations, and events. Kahoot work is a tool that could really work for the Homes of commons because of its increased functionality that enables customisation features.
Kahoot allows for two main types of accounts: host account, which creates, organizes the survey/presentation,(which needs to be a paid account); and the second type is the individual account, which allows users to take the survey and interact with cohorts/co-workers.
There are few ways to apply Kahoot in the workspace:
The first one is the interactive surveys which allow for a quick and easy way to see what the group has learned, thinks or wants to discuss. Kahoot also allows for self-placed surveys and quizzes that could be used.
The second application of the Kahoot platform is as a way to provide more interactive presentation enabling a two-way conversation between speaker and audience. To create interactive presentation all the host has to do is import pre-made slides from PowerPoint/keynote or pdf to the Kahoot platform and simply add the interactive slides, open-ended questions, polls, and/or brainstorms options from the platform.
The third way Kahoot could be used is on events and conferences. As mentioned above, Kahoot is great for interactive presentations. It allows game-based interactions and integration with zoom meetings and other conferencing applications. Kahoot could be applied almost without any setup and gives an option to the host to utilize premade templates to quickly setup the learning environment.
Kahoot! was founded in 2012 in Norway as a joint project between Johan Band, Morten Versvik,James Brooker and Norwegian University of Science and Technology. The platform was based on the Research done by co-founder Morten Versvik and the Norwegian University of Science and Technology on the topic of education and ways to improve the learning experience. The Project went into initial beta in 2013 and launched later that year, at the start the main target audience was schools and universities but it was rapidly adopted beyond classrooms by the business for training sessions, cultural events, conferences and gatherings. Kahoot has 20 million corporate users, and 97% of fortune 500 companies utilise Kahoot as an educational tool.