The Creators
Alf Inge Wang - Creator, Co-founder
This Norwegian Science and Technology Professor specializes in gaming technology. He has his PhD in software engineering and has focused his research on game development and game-based learning. He is also the composer for Kahoot's addictive and suspense inducing music. |
Morten Versvik - Creator, Co-founder
This co-founder, now the Technical Director of Kahoot has extensive computer programming background and experience. He holds as Master's Degree in Computer Science. Jamie Brooker - Creator, Co-founder This co-founder, now Chief Creative Officer of Kahoot is responsible for designing some of the newest features of the program. He has a great deal of experience with designing apps and programs with a B.Sc. in Technology and Design. Johan Brand - Creator, Co-founder This co-founder, now CEO of Kahoot has a wealth of experience leading Tech Initiatives and start ups as an entrepreneur himself. With an MBA at the Boston School of Management, Kahoot benefits from having a strong technical and entrepreneurial team to sustain and grow this educational technology. |
Recommendations
This game-based learning technology comes highly recommended as a simple way to bring excitement to the classroom. Although at first glance it may seem like a simple trivia program, Kahoot allows a multifaceted teaching method tool to encourage collaboration and social learning. In terms of revenue, it will need to continue to see what service or premium features it may be able to create in order to have a dedicated revenue stream. The service has focused on being a free and accessible to all which has helped them capture a large market of loyal users. They will need to demonstrate how they will be able to turn this loyal user base into a profitable one. There are many opportunities for them to pair with specific sponsors or ad space if it would like to delve into a more sustainable model. Kahoot is continuing to develop its platform and so this represents an ideal situation for investors to come in and help shape their goals. Convenience, accessibility and easy-to-use interface allows all types of users to create and participate from a very young age to the elderly.
Created for a classroom usage, the applications of the learning program allows for a wide array of venues to also use from conferences to meetings. The development team, based out of the Netherlands with operations in different countries, are continually updating the program and adding interesting new features on a regular basis. Key aspects to Kahoot's success and uniqueness include the data gathering from participants' answers and atmosphere it is able to create in any group setting. Kahoot is looking to develop and expand its capabilities to be a greater game-based learning program and it is for these reasons, it stands out a classroom must use and venture worth pursuing.
Created for a classroom usage, the applications of the learning program allows for a wide array of venues to also use from conferences to meetings. The development team, based out of the Netherlands with operations in different countries, are continually updating the program and adding interesting new features on a regular basis. Key aspects to Kahoot's success and uniqueness include the data gathering from participants' answers and atmosphere it is able to create in any group setting. Kahoot is looking to develop and expand its capabilities to be a greater game-based learning program and it is for these reasons, it stands out a classroom must use and venture worth pursuing.
References
Ambient Insight. 2013. “The 2012-2017 Worldwide Game-Based Learning and Simulation-Based Markets,” Retrieved June 10, 2016, from
http://www.ambientinsight.com/Resources/Documents/AmbientInsight_SeriousPlay2013_WW_GameBasedLearning_Market.pdf
Copeland, J. (2015, December 11). ELearning In Leadership Training And Development: Out Of The Xbox, Into The Office. Retrieved June 10, 2016, from https://elearningindustry.com/elearning-in-leadership-training-and-development-out-of-the-xbox-into-the-office
Davis, V. (2015, January 15). 5 Fantastic, Fast, Formative Assessment Tools. Retrieved June 6, 2016, from http://www.edutopia.org/blog/5-fast-formative-assessment-tools-vicki-davis
Eames, J. (2014, May 28). What Game Based Learning Can Do for Student Achievement (EdSurge News). Retrieved June 12, 2016, from https://www.edsurge.com/news/2014-05-28-what-game-based-learning-can-do-for-student-achievement
Hamad, M. (2015, December 13). Use “KAHOOT” to add excitement and fun to Class Quiz. Retrieved June 6, 2016, from http://edutechsage.com/2015/12/13/use-kahoot-to-add-excitement-and-fun-to-class-quiz/
Meet the K!rew: Interview with Games Professor Alf Inge Wang. (2016, February 17). Retrieved June 6, 2016, from https://getkahoot.com/blog/interview-with-games-professor-alf-inge-wang
Professional Development & Teacher Resources. (2016, June 01). Retrieved June 6, 2016, from https://getkahoot.com/blog/professional-development-teacher-resources
Pappas, C. (2015, June 16). The Top Gamification Statistics And Facts For 2015 You Need To Know. Retrieved June 16, 2016, from https://elearningindustry.com/top-gamification-statistics-and-facts-for-2015
Trybus, J. (2014). Game-Based Learning: What it is, Why it Works, and Where it's Going. Retrieved June 01, 2016, from http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
Multimedia Image/Video References
Brand, J. (n.d.). Johan Brand. Retrieved June 10, 2016, from https://twitter.com/johanbrand
Brooker, J. (n.d.). Jamie Brooker. Retrieved June 10, 2016, from https://twitter.com/jamiebrooker
Kahoot – A Free Game Your Students Will Love. (2015, January 16). Retrieved June 10, 2016, from https://teachingwithipad.org/2015/01/16/kahoot-a-free-game-your-students-will-love/
Kahoot! - Android Apps on Google Play. (n.d.). Retrieved June 14, 2016, from https://play.google.com/store/apps/details?id=no.mobitroll.kahoot.android
Kahoot! Journal. (2015). Retrieved June 18, 2016, from http://blog.getkahoot.com/page/2
Kahoot! Testimonials by Teachers - Part 1. (2016, June 05). Retrieved June 10, 2016, from https://www.youtube.com/watch?v=Ag2tsUU2VD4
#LoudLearning in South Africa! (2015, June 15). Retrieved June 10, 2016, from https://www.youtube.com/watch?v=p6YhFibkd8w
Ms. Irma Molina's 6th grade Math class playing Kahoot! (2015, October 23). Retrieved June 10, 2016, from https://www.youtube.com/watch?v=z8YWsjur-Vc
Plickers. (n.d.). Retrieved June 10, 2016, from https://plickers.com/
Visualizing student understanding has never been clearer. (n.d.). Retrieved June 10, 2016, from http://www.socrative.com/
Versvik, M. (n.d.). Morten Versvik. Retrieved June 10, 2016, from https://www.linkedin.com/in/morten-versvik-95ab704
Zaption - Learn With Video. (n.d.). Retrieved June 10, 2016, from https://www.zaption.com/