Kahoot! logo

Kahoot!

Challenger#10 in Education

$150M revenue Oct 2025; 4B participants in 200 countries; acquired by Goldman Sachs, General Atlantic, Kirkbi $1.7B 2024; delisted March 2024; TIME Top 5 EdTech 2025; 600 employees; gamified learning leader

Best for: Interactive Learning
42
AI Score
Grade C↑ Trending
AI Visibility Score (Beta)
EducationInteractive LearningWebsiteUpdated April 2026

Brand Intelligence Graph

Capabilities
Interactive Learning

Company Overview

About Kahoot!

Kahoot! is a game-based learning platform founded in 2012 in Trondheim, Norway, spun out of research at the Norwegian University of Science and Technology, with the mission of making learning awesome by transforming education and training into engaging, competitive, social experiences. The company was founded on the pedagogical conviction that active participation — answering questions under time pressure in a group setting — dramatically improves knowledge retention compared to passive instruction, and that the mechanics of games (points, leaderboards, competition) could be applied to any learning context from school classrooms to corporate training to social trivia. Kahoot! was built as a platform accessible on any device with a web browser, requiring no installation and enabling instant deployment in live group settings.

Business Model & Competitive Advantage

Kahoot!'s core product allows educators, trainers, and presenters to create multiple-choice quizzes, polls, and word puzzles — called kahoots — that participants join via a game PIN on their devices. The platform has expanded significantly into asynchronous learning, with Challenge mode for self-paced assignments, Courses for structured learning journeys, and an AI-powered question generator that accelerates content creation. Kahoot! at Work targets corporate L&D teams with branded training games, onboarding programs, and meeting engagement tools. The platform integrates with Microsoft Teams, Google Workspace, Canvas, and major LMS platforms, embedding Kahoot! into existing learning workflows.

Competitive Landscape 2025–2026

Kahoot! reached $150 million in revenue as of October 2025 and has accumulated 4 billion participants across 200 countries, making it one of the most widely used educational technology platforms in the world. In 2024, the company was taken private in a $1.7 billion acquisition led by Goldman Sachs Alternatives, General Atlantic, and Kirkbi, reflecting institutional confidence in its growth trajectory despite the post-pandemic normalization of the EdTech sector. Its combination of extraordinary scale, freemium-to-enterprise monetization, and a product roadmap anchored in AI-assisted content generation positions Kahoot! as the dominant brand in interactive learning globally.

Founded
2012
Revenue
$150M
Curated content • Fact-checked and verified

Recent Activity

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blog_post
Is Gen Z Ready to Level Up at Work in the AI Age? 3 Tips to Elevate Upskilling

AI is changing work for many Gen Z employees. Learn how companies can ensure they’re ready to take on new tasks and challenges with effective and efficient upskilling.

blog_post
Explore STEM, language arts, and more with Kahoot! learning content featuring Marvel’s Guardians of the Galaxy

Assemble your own ragtag team of super learners for a new collection of ready-to-play kahoots featuring the Guardians of the Galaxy!

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Traslada la emoción del Giro d’Italia 2026 a las aulas y más allá con contenidos exclusivos de aprendizaje de Kahoot! que exploran la cultura y los valores del ciclismo

Impulsa el aprendizaje de tus hijos o estudiantes con colecciones de kahoots gratuitos y listos para jugar, mientras sigues de cerca esta icónica carrera ciclista.

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Bring the excitement of the Giro d’Italia 2026 to the classroom and beyond with exclusive Kahoot! learning content that explores the culture and values of cycling

Power up your kids’ or students’ learning with collections of free, ready-to-play kahoots as you follow along with this iconic cycling race.

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Transporte l’effervescence du Giro d’Italia 2026 jusque dans ta classe et au-delà avec du contenu pédagogique Kahoot! exclusif qui explore la culture et les valeurs du cyclisme

Booste l’apprentissage de tes enfants ou de tes élèves au fil de cette course cycliste emblématique grâce à des collections de kahoots gratuits et prêts à l’emploi.

blog_post
Porta in classe (e non solo) le emozioni del Giro d’Italia 2026 con contenuti per l’apprendimento esclusivi di Kahoot! dedicati alla cultura e ai valori del ciclismo

Migliora l’apprendimento dei tuoi figli o studenti con raccolte di kahoot gratis e pronti da giocare durante la corsa ciclistica italiana più prestigiosa.

blog_post
7 Study Techniques for Exams: Test Taking Strategies That Help You Succeed

Discover effective study techniques for exams and proven test taking strategies to help you prepare better, reduce stress, and improve exam performance.

blog_post
Gen Z Retention Relies on Building a Robust Learning Culture: 3 Ways to Get It Right

Discover how businesses can boost retention, performance, and productivity of Gen Z workers with a successful learning strategy.

8-K
8-K — 8-K

Material Event filed 2026-04-30

blog_post
Kahoot! Impact: “I’m not a math person” – where it starts and what to do about it

Math identity forms early. Once a child decides they’re not a math person, the cycle is hard to break. Here’s what the research says actually helps.

blog_post
Teacher Takeover: From feedback to fluency in math instruction

Using Kahoot! to deepen learning in secondary and high school math classrooms.

10-Q
10-Q — 10-Q AT&T INC. 1ST QUARTER 2026 FORM 10-Q INLINE

Quarterly Report filed 2026-04-27

Key Differentiators

Strong Challenger

Kahoot! is an established challenger with significant market presence and competitive offerings in Education.

Growth Stage

Kahoot! has achieved $150M in revenue, demonstrating strong product-market fit.

Top 10 Ranked

Ranked #10 in the Education category, among the industry's best.

Frequently Asked Questions

Estimated Visibility Trend (Beta)

Simulated 8-week rolling score

42
↑ Trending

Based on estimated brand signals. Historical tracking coming soon.

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