Game-based learning website, classroom quizzes, live polls, study modes, training sessions, quiz PINs, educator tools, workplace engagement, and mobile quiz apps

Kahoot!

Kahoot! is a game-based learning website and app for creating, hosting, joining, and assigning quiz-style learning games in classrooms, workplaces, events, homes, and online meetings.

Official site
kahoot.com is the main public website for Kahoot!, while kahoot.it is commonly used to join live games by PIN.
Launched
Kahoot! launched in 2013 and is headquartered in Oslo, Norway.
Scale
Kahoot! says it has hosted 12 billion-plus non-unique participants since launch.
Kahoot! is a game-based learning website and app for quiz games, classroom engagement, study practice, and workplace training.View image on Wikimedia Commons

What Kahoot! is

Kahoot! is a game-based learning website and mobile app for creating, sharing, hosting, and joining quiz-style learning games called kahoots. A host displays questions on a shared screen, and players answer from their own devices using a game PIN. The official Kahoot! app is available on the App Store and Google Play.

Create, host, and join

Kahoot!'s core loop is simple: someone creates or chooses a kahoot, hosts it live or assigns it at the learner's pace, and participants join on phones, tablets, or computers. Questions can include images, videos, diagrams, timers, answer choices, polls, puzzles, or slides depending on the plan and activity type.

Classroom use

In schools and universities, teachers use Kahoot! for review games, formative assessment, warm-ups, exit tickets, homework challenges, presentations, and social learning. Its game-show rhythm can make a familiar quiz feel more energetic, but the quality of the learning still depends on question design, feedback, pacing, and how results are used.

Work and events

Kahoot! also markets tools for workplace training, presentations, onboarding, meetings, conferences, and audience engagement. In those settings, quizzes and polls are often used to check understanding, collect responses, keep remote groups involved, or make training sessions less passive.

Study and self-paced modes

The mobile app and learner tools support more than live play. Students can complete assigned kahoots, review flashcards, study individually, and challenge friends or groups. That shifts Kahoot! from a live classroom game into a broader study and practice platform.

Business model and ownership

Kahoot! offers free and paid plans for schools, individuals, families, and organizations. Its company page says The Kahoot! Group has been owned since January 2024 by Goldman Sachs Asset Management, General Atlantic, KIRKBI, and the Kahoot! team.

Why it matters

Kahoot! matters because it helped make real-time, device-based quizzes feel normal in classrooms and meetings. It shows how a simple browser-based interaction - a question on one screen and answers on many devices - can change the mood, pacing, and participation level of a learning session.

Limits and tradeoffs

A fast quiz game can increase attention, but it can also reward speed over reflection, make anxious learners feel exposed, or flatten complex topics into multiple-choice recall. Good use usually means choosing the right question type, leaving time for explanation, and treating scores as signals rather than the whole picture of learning.

WHOIS domain data

Data pulled: June 1, 2026View current WHOIS record

Domain
kahoot.com
IP address
3.171.38.125
Registrar
EuroDNS S.A.
WHOIS server
whois.eurodns.com
Referral URL
http://www.EuroDNS.com
Created
September 1, 1998
Updated
August 25, 2025
Expires
August 30, 2026
Nameservers
ns-452.awsdns-56.com (205.251.193.196); ns-523.awsdns-01.net (205.251.194.11); ns-1127.awsdns-12.org (205.251.196.103); ns-2025.awsdns-61.co.uk (205.251.199.233)
Domain status
clientTransferProhibited
Contact privacy
Registrant, admin, and technical contacts are publicly listed in the Who.is record as Kahoot! contacts in Oslo, Norway.