National Kahoot Day

A diverse group of enthusiastic students wearing bright, casual clothing, cheering on as they play Kahoot together in a classroom setting..
National kahoot day illustration

Welcome to the wild and wacky world of National kahoot Day! Get ready to put on your thinking caps and grab your smartphones, because this national day celebrates the beloved online learning game that has taken schools and homes by storm. From students to teachers, everyone can join in the interactive fun. So, let's dive into the digital realm and explore the origins and excitement behind National kahoot Day!

When is Kahoot Day?

It's national kahoot day on the 9th May.


The Birth of an Online Phenomenon

Imagine a world where learning is both engaging and entertaining. Enter Kahoot!, an online platform that revolutionized the way we learn and test our knowledge. National kahoot Day was established as a way to celebrate this educational game that brings together players of all ages and fosters a love for learning.

Inspired by the desire to create a more interactive and participatory learning experience, Johan Brand, Jamie Brooker, and Morten Versvik founded Kahoot! in 2013. These three visionaries sought to combine education and entertainment, leading to the creation of a game-based learning platform that would capture the imagination of millions around the world.

The Kahoot! Experience

Participation is key on National kahoot Day, as players gather together either in-person or remotely to engage in some friendly competition. The game format involves multiple-choice questions displayed on a shared screen, while players use their own devices to select the correct answers within a time limit. With a wide range of topics available, from math to movie trivia, there's a Kahoot! for everyone.

Teachers have embraced Kahoot! as a powerful tool to make learning fun and engaging in the classroom. By creating custom quizzes, educators can tailor lessons to suit their students' needs while promoting teamwork and friendly competition.

Spreading the Kahoot! Joy

National kahoot Day encourages individuals, classrooms, and communities to dive into the playful world of Kahoot! You can join in the celebration by organizing kahoot tournaments, creating your own quizzes, or simply challenging friends and colleagues to a game. Remember, knowledge is power, but learning can also be loads of fun!



History behind the term 'Kahoot'


2006

The Birth of Kahoot

In 2006, Johan Brand, Jamie Brooker, and Morten Versvik co-founded a company called Kahoot! AS in Oslo, Norway. The trio aimed to create an online gaming platform that would foster learning and engagement in classrooms. Their vision was to leverage technology to make education more fun and interactive for students.


2013

Inception of Kahoot

Kahoot was created in 2013 by Johan Brand, Jamie Brooker, and Morten Versvik, who developed the concept while working at the Norwegian media group, NRK. Originally intended as a learning tool for students, Kahoot quickly gained popularity and evolved beyond the classroom.


2009

Birth of a Language

Kahoot is a term that originated in 2009 when Johan Brand, Jamie Brooker, and Morten Versvik, three Norwegian entrepreneurs, founded a company named Kahoot!. The company aimed to create an interactive learning platform that would engage students in a fun and educational way. They combined the words 'quiz' and 'kicks' to create the term 'kahoot,' symbolizing the excitement and enjoyment of interactive learning.



2013

Birth of Kahoot

In the year 2013, Kahoot was created as an online learning platform by Johan Brand, Morten Versvik, and Jamie Brooker, who were based in Norway. Originally, it was developed as a gaming platform for entertainment purposes, but it quickly gained popularity in educational settings due to its interactive and engaging nature.


2013

The birth of a game-based learning platform

In 2013, a Norwegian company called Kahoot! was founded with a mission to make learning awesome. The term 'kahoot' itself was coined as the name for their game-based learning platform that combined fun and education. The founders wanted to create an interactive and engaging learning experience to help students of all ages, from kindergarten to higher education, to grasp and retain knowledge in a more enjoyable way.


2001

Birth of a digital learning tool.

In 2001, a group of Norwegian researchers and educators came together to create a platform that could revolutionize classroom learning. Their goal was to develop an engaging and interactive tool that would make learning more fun and accessible for students. This marked the birth of what would later be known as 'Kahoot.'



2006

Birth of 'Kahoot'

In 2006, Johan Brand, Jamie Brooker, and Morten Versvik founded a company called 'Kahoot!' in Norway. The word 'Kahoot' was coined from the Norwegian term 'kåååt,' which means 'eager' or 'enthusiastic.' The founders aimed to create an interactive learning platform that would engage students and make education more exciting.


2006

From a Norwegian trivia game to a platform for learning

In 2006, a group of Norwegian entrepreneurs developed a trivia game named 'Kahoot!' to bring the excitement of interactive quizzes to classrooms. They aimed to make learning more engaging and entertaining for students by leveraging the power of technology.


2012

Launch of the Kahoot! learning platform

After several years of refining their product, Kahoot! was launched as an online learning platform in 2012. It quickly gained popularity among educators worldwide due to its innovative approach to gamified learning. Kahoot! offered a user-friendly interface, making it accessible for both teachers and students.



2013

Launch of Kahoot! app

In 2013, Kahoot! launched its interactive learning app, providing a new way for teachers to engage students in the classroom. The app allowed educators to create and share quizzes and surveys that students could access using their own devices. This marked the beginning of a revolutionary approach to learning, blending technology with interactive activities.


2013

Alpha Launch and Early Development

In 2013, Kahoot! made its alpha launch, introducing a tool that allowed educators to create and share multiple-choice quizzes, surveys, and discussions. The concept behind Kahoot! was simple yet innovative: students could participate using their own devices, such as smartphones or computers, while teachers projected questions and multiple-choice answers on a shared screen.


2014

Kahoot's Launch

In 2014, Kahoot was officially launched as a web-based platform accessible to users worldwide. The platform's interactive nature and engaging quizzes soon captured the attention of educators and learners alike, enabling them to create and share learning games with ease.



2013

The official launch of Kahoot!

After years of development and refinement, Kahoot! was officially launched to the public in 2013. The platform gained immediate popularity among educators, who recognized its potential to engage students through gamified learning. With its user-friendly interface and a wide range of customizable features, Kahoot! quickly became a staple in classrooms around the world.


2014

Kahoot! reaches classrooms worldwide

By 2014, Kahoot! started gaining popularity in classrooms around the world. Teachers and students embraced the platform as an innovative way to teach and learn various subjects. Kahoot! enabled teachers to create interactive quizzes, discussions, and surveys which students could join using their devices. This technology fostered active participation, collaboration, and friendly competition among students, making their learning experience more exciting and memorable.


2014

Launch of Kahoot!

In 2014, Kahoot was officially launched and made available to the public. The web-based platform allowed teachers to create interactive quizzes, surveys, and discussions, which could be accessed by students on their devices. This innovative approach to learning led to increased student participation and active engagement in classrooms around the world.



2013

Platform Launch

In 2013, Kahoot! launched its online platform, introducing a new way of learning and assessment. It allowed teachers to create interactive quizzes, discussions, and surveys, turning education into an engaging game-like experience. Students could participate using any internet-enabled device and join in the classroom or remotely, fostering collaboration and competition.


2015

Rapid Growth and International Recognition

By 2015, Kahoot! had gained significant popularity and expanded its user base globally. Its innovative approach to education earned recognition, with numerous awards and accolades, including being named one of the 'World's 10 Most Innovative Companies in Education' by Fast Company. The platform's ease of use, interactive nature, and gamified learning experience captured the attention of educators and students alike.


2015

Expanding beyond the classroom.

In 2015, Kahoot! expanded its reach beyond the traditional classroom setting. The platform started gaining traction in corporate training programs, as businesses recognized its value as a tool for interactive presentations and team-building activities. This expansion into the corporate world broadened the impact of Kahoot! and solidified its reputation as a versatile learning tool.



2013

Expansion and growth

Kahoot! experienced rapid expansion in 2013, attracting millions of users globally. The platform's success was driven by its ability to engage students in a fun and interactive way, promoting active participation and knowledge retention. Teachers and students alike appreciated the competitive element and the sense of enjoyment that Kahoot! brought to classroom activities.


2014

Rapid Growth and Popularity

Word of Kahoot!'s innovative approach quickly spread, leading to a surge in popularity. By 2014, the platform had gained significant traction, with millions of teachers and students actively using it worldwide. Kahoot! became synonymous with interactive learning, facilitating effective knowledge retention and increasing student engagement.


2016

Kahoot! goes viral

In 2016, Kahoot! went viral, capturing the attention of people beyond the educational realm. The platform gained popularity in social gatherings, corporate events, and even at parties. People started using Kahoot! as an interactive trivia game, creating and playing quizzes on various topics, such as music, movies, and general knowledge. The term 'kahoot' became synonymous with engaging and interactive learning experiences outside of traditional classrooms.



2015

Global Expansion

By 2015, Kahoot had expanded its reach beyond Norway and gained international recognition. The platform was embraced by educators and students alike, as it provided a fun and effective method of learning various subjects. Kahoot's gamified quizzes and competitive elements encouraged friendly competition and made learning a more collaborative and enjoyable experience.


2014

Public Launch and Early Adoption

Kahoot! gained significant traction after its public launch in 2014. Teachers and students worldwide began utilizing this unique platform to transform traditional teaching methods into engaging, game-based experiences. Kahoot! quickly became popular due to its accessibility, user-friendly interface, and the ability to create, share, and play interactive quizzes with ease.


2015

Million Users Milestone

Kahoot witnessed a significant milestone in 2015, surpassing one million registered users. This exponential growth showcased the platform's widespread appeal and demonstrated its ability to revolutionize traditional classroom dynamics by introducing gamified learning experiences.



2015

Mobile app launch

Recognizing the increasing use of mobile devices, Kahoot! launched its mobile app in 2015. This move allowed students to participate in quizzes and learning activities using their smartphones or tablets, further enhancing accessibility and convenience.


2016

Kahoot Plus and Enterprise

2016 marked the introduction of Kahoot Plus, a premium subscription offering enhanced features for educators. Additionally, Kahoot for Enterprises was launched, targeting corporate training and team-building activities, expanding the platform's impact across various sectors.


2018

Kahoot! reaches 1 billion players

By 2018, Kahoot! had reached a significant milestone of having over 1 billion players worldwide. The platform continued to expand its user base and became an integral part of classroom activities, employee training programs, and social events. The term 'kahoot' became a recognizable name, representing the idea of interactive, gamified learning experiences that were both entertaining and educational.



2020

Pandemic Boost and Accelerated Adoption

The COVID-19 pandemic brought about a significant surge in remote learning, leading to an exponential increase in Kahoot! usage. With schools and educational institutions worldwide transitioning to online teaching, Kahoot! became a go-to platform for virtual classroom engagement. It enabled teachers to create engaging quizzes, host virtual competitions, and maintain student participation, even from a distance.


2016

Global Impact

Kahoot! made a global impact in 2016 as it expanded beyond its initial Norwegian user base. Its user-friendly interface, captivating game elements, and adaptability to different subject areas contributed to its international success. Teachers worldwide embraced Kahoot! as a tool to enhance classroom experiences, transforming traditional teaching methods.


2015

Meteoric Rise and International Recognition

In 2015, Kahoot! experienced a meteoric rise in popularity. The platform gained international recognition and earned prestigious awards in the education and technology sectors. The intuitive nature of Kahoot! made it an ideal tool for both in-person and remote learning environments, further fueling its widespread use. The platform's gamified approach to education had a profound impact on student engagement, making learning more enjoyable and memorable.



2017

User Milestone and Funding

In 2017, Kahoot achieved a significant milestone by surpassing one billion players worldwide. This impressive user base further established Kahoot as a leading educational platform. Additionally, the company secured funding to enhance its services and develop new features, allowing for continuous improvement and innovation in the field of interactive learning.


2019

Going global with millions of users.

By 2019, Kahoot! had gained a massive user base, with millions of educators, students, and professionals using the platform on a regular basis. The platform's global impact was further cemented by its availability in multiple languages, allowing users from different countries and cultures to benefit from its interactive learning experiences. Kahoot! became a household name in the education technology sector.


2018

Kahoot! Plus and Expansion into Corporate Training

In 2018, Kahoot introduced a paid subscription model called Kahoot! Plus, offering additional features and customization options for educators and businesses. This expansion into the corporate training sector showcased the versatility of Kahoot's platform, as it could be used for both educational and professional purposes. The widespread adoption of Kahoot in various industries highlighted its effectiveness in engaging audiences and facilitating active learning.



2020

The pandemic surge

The COVID-19 pandemic in 2020 significantly boosted the adoption of remote learning tools. Kahoot! became a vital resource for educators worldwide as they transitioned to online classrooms. The platform's engaging and interactive features helped maintain student engagement during a challenging time when in-person learning was no longer possible.


2020

The rise of remote learning.

With the onset of the COVID-19 pandemic in 2020, remote learning became the new norm for many students around the world. Kahoot! proved to be an invaluable tool for educators transitioning to online teaching, providing them with the means to engage students in a virtual classroom setting. Its interactive quizzes, challenges, and discussions helped bridge the gap between physical and virtual learning environments.


2020

Pandemic Acceleration

The COVID-19 pandemic brought a sudden and significant shift to online learning. Kahoot! emerged as a valuable solution, aiding remote education. During this time, Kahoot! experienced exponential growth, becoming a go-to platform for educators and students alike. The term 'kahoot' became increasingly recognized as a synonym for interactive and engaging education.



Present

Continued Evolution and Expansion

Today, Kahoot! continues to evolve as a widely used and beloved learning platform. It offers a range of features beyond quizzes, including interactive presentations, discussions, and surveys. Additionally, Kahoot! has expanded its reach to various industries, including corporate training, events, and team building activities. It remains a symbol of innovation in education, fostering enthusiasm and active participation in learning.


2020

Kahoot! becomes a global phenomenon

In 2020, Kahoot! became even more prevalent due to the COVID-19 pandemic. With the shift to remote learning and virtual classrooms, Kahoot! provided educators and students with a seamless way to continue engaging in interactive learning from their homes. The platform saw a surge in usage, with millions of quizzes created and played every day. The term 'kahoot' gained widespread recognition not only in the education sector but also among individuals seeking fun and interactive ways to connect virtually.


2020

Pandemic Boost and Widespread Adoption

The COVID-19 pandemic in 2020 led to a surge in online learning, and Kahoot! emerged as an essential educational resource during this time. With classrooms transitioning to virtual environments, teachers embraced Kahoot!'s interactive quizzes to keep students engaged and motivated. The platform's user base expanded exponentially, as it offered a much-needed interactive and gamified experience in an otherwise challenging educational landscape.



2017

Multiple Language Support

In response to Kahoot's growing international user base, the platform added support for multiple languages in 2017. This update enabled learners and educators from diverse linguistic backgrounds to engage with the platform in their native tongues.


Present

Kahoot! continues to innovate

Today, Kahoot! remains a prominent game-based learning platform, continually innovating to provide educators and learners with new tools and features. The term 'kahoot' has become synonymous with interactive and engaging learning experiences, helping to revolutionize the way education is delivered. With its global reach and immense popularity, Kahoot! has made a lasting cultural impact by making learning more enjoyable, inclusive, and accessible.


2018

Kahoot at Scale

By 2018, Kahoot had soared to new heights, with an impressive global reach. The platform's games were being played in classrooms, conferences, and social gatherings worldwide, reinventing the way people interacted and learned collaboratively.



2020

Covid-19 and Kahoot's Impact

The year 2020 brought about significant changes in education due to the Covid-19 pandemic. With schools transitioning to remote learning, Kahoot became an essential tool for educators to maintain student engagement and participation. The platform's adaptability and accessibility allowed teachers to continue delivering interactive lessons and assessments, even in a virtual setting. Kahoot's popularity soared during this time, with millions of new users joining and utilizing its features to support distance education.


2019

Kahoot's Stock Market Debut

In 2019, Kahoot made its debut on the Oslo Stock Exchange, becoming a publicly traded company. This development showcased the platform's exceptional growth and marked a significant milestone in its journey as an edtech powerhouse.


Present

Kahoot's Ongoing Impact

Today, Kahoot continues to captivate millions of users worldwide, revolutionizing learning and engagement. With constant updates and innovative features, the platform remains an integral part of classrooms, virtual learning environments, and corporate training sessions, fostering interactivity, creativity, and knowledge-sharing.



Did you know?

Did you know that Kahoot! was initially designed for classrooms but quickly gained popularity among friends and family, making it an educational and entertaining experience for all?

Tagged

fun education learning interactive

First identified

9th May 2017

Most mentioned on

9th May 2017

Total mentions

4

Other days

kahoot

Kahoot Day

summer learning

Summer Learning Day

numeracy

Numeracy Day


education

Education Day

student

Student Day

teacher appreciation

Teacher Appreciation Day


teacher

Teacher Day

grammar

Grammar Day

punctuation

Punctuation Day


bird

Bird Day