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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Supercharge learning with the Teenage Mutant Ninja Turtles as your new study squad on Kahoot!

Transform study sessions into action-packed missions with the Teenage Mutant Ninja Turtles on the Kahoot! app.

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Material Event filed 2026-08-17

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Building Stronger Workplace Relationships Through Learning and Development

Explore how training can play a key role in fostering strong connections, teamwork, and collaboration among employees.

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Entry-Level Employees Are Struggling. Here’s How to Help Them.

New hires are navigating a turbulent market and entering jobs expecting them to have mid-career skills. Here are four ways to ease the transition and help entry-level employees succeed.

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Empower students’ health literacy with the Endometriosis Foundation of America on Kahoot!

Make endometriosis education accessible and engaging with this new collection of free, ready-to-play kahoots from EndoFound!

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Material Event filed 2026-08-04

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Material Event filed 2026-07-28

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Teacher Takeover: How one STEM teacher uses Kahoot! formative assessment to boost scores by over 30%

Read on to learn how Kahoot! Ambassador and STEM teacher used formative assessment and game-based learning to reinforce engineering vocabulary, monitor growth, and support hands-on learning.

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10-Q — 10-Q AT&T INC. 2ND QUARTER 2026 FORM 10-Q INLINE

Quarterly Report filed 2026-07-22

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8-K — 8-K 2.01 AT&T 2ND QUARTER 2026 EARNINGS RELEASE

Material Event filed 2026-07-22

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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!

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Kahoot! Impact: How game-based learning helps improve performance and long-term retention of vocabulary

New quasi-experimental research shows Kahoot! can close the gap between immediate recall and lasting retention.

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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