Q2-2022

I am pleased to share with you that the Kahoot! Group has had yet another successful quarter and first half of 2022. I am particularly proud that in the first half of the year Kahoot! surpassed 8 billion non-unique cumulative participants on the platform since launch in 2013, demonstrating the love our users have for our brand and platform. 

Despite macroeconomic headwinds, the demand across our business areas has remained high in the first half, with June being the strongest sales month to date. We have also seen this momentum continue throughout the summer ahead of the important back-to-school season. 

With our ambition to build the leading learning and engagement platform in the world, the Kahoot! Group continues to execute against its strategic growth levers in the second quarter of 2022 which include: 

  • Building engaging learning solutions through continuous product innovation
  • Leveraging a globally loved brand for learning and audience engagement across school, corporates and home 
  • Leveraging a vast platform and ecosystem of users, partners and content to commercialize and grow virally

For a deeper dive into the numbers and details on our performance in the second quarter, you can check out the reporting on our Investor Relations page here.

Creating more robust and tailored solutions with continuous innovation, with laser focus on the user

An integral part of our strategy is our commitment to invest in R&D and product development, with more than half of the Kahoot! organization dedicated to this purpose. Our product engineers and designers have spent the last six months developing a plethora of new value-add features and products optimized for different use cases, putting the user first and making sure they have the resources to get their job done.

This past quarter, we successfully launched several new features such as Slider, Drop Pin, and the new option to add up to six answer options, among others, ahead of the important back-to-school and work season. Our focus is always on bettering the signature Kahoot! customer experience, and provide educators, professionals and any user with more tools in their toolbox to make learning and audience engagement more awesome across all verticals. In the time to come, we will see more features and gaming modes launched, so stay tuned for that! 

Now integral to the Kahoot! Group, the leading digital classroom for U.S K-12, Clever, also delivered well in the second quarter, both improving the platform’s offerings, attracting several new application partners and expanding its user base further. 

In the quarter, we continued to develop deep collaboration with long-standing partners such as Apple, Google and Microsoft. Recently, we also launched our much awaited Google Classroom add-on, which makes using Kahoot! easier than ever for teachers and students without ever leaving Google Classroom. In the coming days, we will be launching our live sharing feature with Google Meet, which will put Kahoot! at your fingertips directly within your video call.

Here are some highlights from each of our business areas from the second quarter of 2021:

Kahoot! at Work

In Q2, we connected enterprises around the world with dynamic and holistic solutions for corporate learning, employee engagement and communication through Kahoot! 360, as well as by building synergies between Kahoot!, Actimo and Motimate. The second quarter also included the largest enterprise agreement to date. Additionally, Kahoot! was recognized as a “Top Performer” for remote work by peer review site Capterra and a leader by G2 in Sales Training & Onboarding, Microlearning and Audience Response software categories.

Kahoot! at School  

Kahoot! has continued to make learning awesome for students and educators worldwide, capping off the quarter with over 40,000 educators from over 50 countries signed up for the 2022 Kahoot! EDU Summit to review our latest features and see what’s on the horizon for Kahoot!. We added several new features in the quarter to enhance the teacher toolkit. The EDU Summit also previewed several new back-to-school features, such as new game modes, student passes and Storm by DragonBox, as well as updates from Whiteboard.fi, as well as the upcoming new creator tool for teachers for Marketplace. The quarter finished on a high note with the combined Kahoot! and Clever presence at ISTE, the world’s largest expo and conference for EdTech. 

Clever

Clever—one of the most widely-used digital learning platforms in U.S. K-12 schools—has continued to grow its presence and functionality in schools as it gears up to expand internationally this year, kicking off market entry into Canada. In Q2, Clever announced an identity management add-on to its digital learning platform, as well as launched Clever MFA (multi-factor authentication) product in beta that is designed to help schools protect their data and EdTech infrastructure against cyber security threats. Clever partnered with more organizations such as EBSCO Information Services, making its full collection of K-12 resources available on Clever in the U.S. Clever also became an approved Google reseller, now selling Google Workspace for Education licenses bundled with Clever IDM in the Clever App Store. Also, early in the third quarter, learning technology company Houghton Mifflin Harcourt, a leading provider of connected K–12 assessment, core curriculum, supplemental programs, and intervention solutions, signed a multi-year agreement with Clever extending through 2027.

Kahoot! at Home

Kahoot! supported young learners and families globally in Q2. We made Kahoot! Kids —a playful app experience for early childhood learning—available in eight languages, making it easier for millions of families to learn and play together with Kahoot!. We also announced new Kahoot!+ subscription plans for back-to-school for both web and app. To help students and other learners in Ukraine who have been impacted by the war to continue learning and connecting, we also introduced Ukrainian language support on Kahoot!, in addition to offering free Kahoot! EDU subscriptions to Ukrainian schools and our Support Ukraine page where anyone can donate, discover kahoots in Ukrainian or learn more about Ukraine from anywhere in the world. 

Kahoot! Academy

Kahoot! Academy, our global community and knowledge platform for all creators, learners and learning providers, expanded its content offerings in Q2 to provide even more interactive, ready-to-use resources to its 40 million monthly participants, including unique content from premium partners such as WHO, Disney and Marvel. The platform also made learning more accessible globally by launching Kahoot!+ AccessPass in Spanish, introduced a social emotional learning course from Star Wars™ and an engaging new collection of science kahoots from Imagine Learning. The quarter also saw an early access release of Kahoot! Marketplace with selected content creators. Kahoot! Marketplace serves as a platform where content creators can share and monetize their content and join the fast-growing global creator economy for learning content. A full launch is planned for the back-to-school season this year. 

Overall, we see the market environment for learning and audience engagement as fundamentally healthy, and the global growth and application of digital learning tools continuing to increase at pace with digital adoption accelerating across industries.

Going forward, with the good momentum, our product roadmap for the fall and a scalable platform, we remain confident about continued growth as we make learning engaging and accessible for millions of users around the world every day. And with the launch of our Marketplace we are able to extend Kahoot!’s business model further and truly contribute to the global creator economy.