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CertifiedEducation quality


Social skills
Kahoot! is for creating, playing and sharing fun learning games for any subject.

Kahoot! is an online platform for creating small games such as quizzes and polls. Users can either create their own games or choose from other users’ materials.

Players use their own devices to play the games. Players use pin codes to access games so they don't have to create profiles. Kahoot! is best played in group settings. Kahoot's crowd-based content can be found in many different languages.

Age groups 
Middle school
High School
Tertiary Education
Mobile Android
Mobile iOS
Not required
Offline play 
Playable offline
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Students can either answer quizzes or create quizzes themselves. As creators, students are active, deepening their understanding ("learning by doing").
Quizzes can be made either for rehearsing previously acquired knowledge or as an introduction to a new subject area. The content depends on the teacher or leader.
Answering quizzes happens in a simple and linear model. Kahoot! has a few different game types that can be used.
Kahoot! brings a strong social gaming element to test students’ knowledge and to deepen their understanding through the creation of quizzes and discussion sessions.

The following are the high educational quality aspects in this product.

Kahoot! brings excitement into classrooms through a strong social gaming element which, according to scientific research, supports learning when used adequately.
Teachers can create Kahoot! quizzes to test students’ knowledge in a fun and social way.
Quiz creation can also be done by students which reinforces their understanding of the materials and supports creativity and peer learning.
Discussions allow students to share their own thoughts democratically, as everyone’s voice is being heard.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Learning constructive interaction in learning
Practicing versatile ways of working
Practicing to work as a part of a group
Practicing to plan and organize learning processes
Practicing to observe and evaluate own learning processes
Practicing decision making

Soft skills learning goals

Using technology resources for problem solving
Learning to find the joy of learning and new challenges
Practicing persistent working
Developing problem solving skills
Encouraging the growth of positive self-image
Learning to face failures and disappointments
Practicing to notice causal connections
Enabling the growth of positive self-image
Practicing logical reasoning to understand and interpret information in different forms
Learning to listen other people’s opinions
Practicing to give, get and reflect feedback
Practicing decision making
Practicing time management

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation