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Inclusive Design - a people centered strategy for innovation

A practical introduction to Inclusive Design for Businesses & Designers - how to get started!

Kahoot!

Kahoot! is a global education brand for the way people learn today. With over 30 million unique users (as of January 2015), its game-based platform enables accessible, meaningful, and playful learning experiences, in classrooms and beyond.

PROBLEM

One of our most universal human needs is to learn – to discover our world, to connect and to grow. This doesn’t start at school; it starts from the moment we’re born. Today, the greatest challenges to people realizing their deepest potential aren’t just outdated curriculums or class work; it’s the learning experience itself. 

How we learn is as important as what we learn, and the way we’re learning about our world and participating in it has changed fundamentally. How can we make the learning experience more relevant, meaningful and powerful to all students, no matter their age, background or needs? How can we bring the child at the back of the class to the front, for all the right reasons?

With these ideals in mind, Kahoot! was born out of the aim to support as many different types of learners as possible. It was designed specifically to tap into the universal desire for growth, inclusion and achievement in each and every one of us. 

“A class without Kahoot! is like a car without wheels” – vn (@nguyenn_vanessa)

APPROACH

Kahoot! is a culmination of research and knowledge by its CoFounders, Johan Brand and Jamie Brooker, which they gathered over the years in user-centred design, behaviour design and play, whilst working at their behaviour design company We Are Human in London. The technology platform itself was based on research conducted by Morten Versvik and his professor Alf Inge Wang for his Master's degree at the Norwegian University of Science and Technology (NTNU). Many different approaches were considered, tested and measured for impact in terms of student engagement and learning value.

Devised from typical behaviour, gaming and teaching models, the Kahoot! platform was uniquely designed to ensure that all students can participate in the classroom in a way that they are comfortable with. By having their name listed on the screen at the front, Kahoot! brings the child at the back of the classroom to the front, for all the right reasons.

Moreover, Kahoot!'s game-based pedagogy creates a cycle which empowers learners to present and share their new-found knowledge to their peers, so they can go from "learner to leader". This suits different learning styles - some students are skillful at playing Kahoot!, whereas others excel at creating their own quizzes, surveys and discussions.

In terms of technology requirements, Kahoot! is device agnostic, and doesn't require an account or email address to play, simply an internet connection and any device with a web browser. This device agnostic design means that Kahoot! is accessible to varying types of technology environments. Anyone is able to join a Kahoot by entering the unique game-pin into their smartphone, tablet, laptop or desktop, in a matter of seconds. It is perfect for school BYOD schemes, or if students and schools lack enough devices, can be easily played in teams. Additionally, Kahoot!'s user interface is in English, but its user-generated content framework means it is accessible to non-English speakers.  

An ally of inclusive education, Kahoot! is also designed to suit those with learning disabilities and special education needs. Its use of imagery, visual cues (such as different colours and shapes), and its simple Easy Read-friendly question and answer format means it can be used by students with various learning needs, either as a group or in one-to-one sessions.

This inclusivity ensures Kahoot! can be accessed with ease by a wide range of audiences - from older, less tech-literate learners, to 5-year-olds in kindergarten, to teenagers playing Kahoot! at home with their friends, to corporates using Kahoot! at a business conference.

RESULTS

Kahoot! has had 30 million unique users (as of January 2015), with nearly 20 million of these unique users added in the last four months. In January 2015 alone, 1.6 million Kahoots were played by 14 million players in over 100 countries, making Kahoot! a truly global brand. Perhaps most excitingly, Kahoot! has had an astonishing 1 billion answers given to over 3 million Kahoots created. 

CONCLUSIONS

Unlike most other education brands, Kahoot! is designed for the learner in us all - whether students desperate for a more engaging learning experience, or teachers hungry for better ways to capture the hearts and minds of their classrooms.

"Play is our first language and shared by all humans. Therefore it's the foundation of our approach to an inclusive & student centred classroom. Inclusive design for us is both about the interaction design and the behaviours it instigates."

- Johan Brand, CEO at Kahoot!

How to play a Kahoot



A Year 9 student at Ratton School in Eastbourne, England, celebrates getting the answer right in Kahoot!

Children in a class in Venezuela can't contain their excitement playing Kahoot!