EDUCATION TECHNOLOGY

Kahoot! Integrates with Zoom to Provide Engagement in Video Conferencing and Virtual Learning

Kahoot! | July 22, 2021

Kahoot! Integrates with Zoom to Provide Engagement in Video Conferencing and Virtual Learning
Kahoot!, the global learning platform company, announced today that it is partnering with Zoom Video Communications, Inc. to introduce Kahoot! app for Zoom, enabling Zoom meeting attendees to easily access, host, and play Kahoot! learning content directly inside Zoom Meetings.

The engagement has proved to be critical to successful learning, collaboration, and connection as the world has increased the use of video communications in work and social settings. The Kahoot! app for Zoom will make it simpler than ever for corporate leaders to engage and inspire their team members with Kahootengaging, !'s game-based learning experiences at a time when many businesses are staying virtual or planning for a hybrid model.

Users can access, host, and play Kahoot! games and learning content with other Zoom Meeting participants without ever leaving the Zoom Meeting or requiring a second device using the Kahoot! app for Zoom. In meetings, presentations, and virtual events, corporate leaders can energize their teams.

Use every video call to its full potential.

Hosts can use Kahoot! app for Zoom to use the power of friendly rivalry and play to engage all participants. Users can conduct knowledge and feedback checks with workers, use word clouds to encourage innovative thinking, and use polls, open-ended questions, and other tools to empower participants' voices. With the brainstorm function, companies can crowdsource ideas and take collaboration to the next level.

Meeting hosts will get immediate access to data and reporting from their Kahoot! experience, allowing them to respond in real-time to audience engagement with the content. Hosts can also distribute the Kahoot! games to all participants as self-paced tasks for those who weren't able to attend live, extending attendees' engagement and improving learning retention.

About Kahoot!

Kahoot! is on a mission to change the way people learn. We aim to enable everyone to reach their maximum learning potential, including children, students, and employees. Our learning platform makes it simple for anybody, whether an individual or a company, to develop, share, and play engaging learning games. Kahoot! was founded in 2013 to become the world's most popular learning platform. In the past year, 300 million games have been played on Kahoot! platform, with 1.8 billion players from over 200 nations participating. In addition to the award-winning DragonBox math learning apps, the Poio learn to read app, the Drops language learning apps, the Actimo and Motimate employee engagement and corporate platforms, and Whiteboard.fi, the online whiteboard tool for all educators, teachers, and classrooms, the Kahoot! the family also includes the award-winning DragonBox math learning apps, the Poio learn to read app, the Drops language learning apps, the Actimo and Motimate employee engagement and corporate The Kahoot! Group has offices in the United States, the United Kingdom, France, Finland, Estonia, Denmark, and Spain.

Spotlight

A substantial body of research shows student-centered, active learning strategies increase student learning and achievement. Active learning is associated with improved student academic performance, increased engagement, critical thinking, and better attitudes toward learning. This white paper highlights the research behind the value of student engagement and connections.

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A substantial body of research shows student-centered, active learning strategies increase student learning and achievement. Active learning is associated with improved student academic performance, increased engagement, critical thinking, and better attitudes toward learning. This white paper highlights the research behind the value of student engagement and connections.