Education

Kahoot

Company Logo
SaaS Segment
Gamified learning + engagement
Country
ICP Buyer / User
Teachers, trainers, students

Kahoot burst onto the scene with a mission to "make learning awesome" by tapping into the natural human love for competition and play. Its journey started in classrooms where it turned traditional quizzes into high-energy, social events. Since then, it has grown into a global phenomenon used in over 200 countries by students, teachers, and corporate trainers alike.

The company’s story is about the power of engagement. By allowing anyone to create a game-based learning session in minutes, Kahoot has broken down the wall between entertainment and education. Their narrative highlights a transition from a classroom tool to a multi-purpose engagement platform that drives participation in any setting, from remote schools to corporate boardrooms.

Teachers often pair the high-energy games of Kahoot with the structured content delivery of Canvas or use it alongside ClassDojo to reward student participation.

Tech stack used by 

Kahoot

Cloud interactive platform; mobile apps; integrations with classroom tools

Funding Stage

Public

50M+ monthly active
Customers using 
Kahoot

~$750M (2024 estimate)

Yearly Revenue
2012
Founding Year

Other 

Education

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