As summer draws to a close, we’re taking a look back at the unforgettable adventures that we’ve experienced with this year’s Tour de France and La Vuelta. These legendary cycling races captivate cycling fans worldwide, and this year, we brought Kahoot!’s signature energy to live activations along the race routes, event staff training, language learning, and playful learning sessions for all ages!

Amping up the excitement for the Tour de France with students, staff, and cycling fans
As the world’s most-watched annual cycling event, the Tour de France draws millions of spectators live along the route and around the world. Last year, Kahoot! was announced as the Official Digital Interactive Learning Platform of the men’s and women’s Tour de France, and we continued powering up the energy this year with new learning content and live events, both virtual and at the races.
Since launching, the Tour de France kahoots have been played by over 665,000 participants (non-unique) across 190 countries and regions. Cycling fans of all ages have also played and learned with the Tour de France study buddy and portal in Kahootopia!, bringing the thrill of the race to learning, whether independently or collaboratively with others. With over 275,000 teachers in France actively using Kahoot!, this year’s race was also the first to feature a unique Kahoot! classroom contest.
The 1st Kahoot! Tour de France Cup was an exciting addition to this year’s lineup. In this live virtual event, more than 1,000 students in classrooms across 80 countries challenged their knowledge of safe cycling, European geography, and culture in a kahoot designed for inclusivity. Using images and emojis only, the kahoot had no language barrier, making it easy for all students to compete, no matter their language.
Behind the scenes, Tour de France used Kahoot! 360 to prepare hundreds of event managers and frontline staff members with self-paced safety and mobility training, as well as transform onboarding and team meetings across the organization. These experiences used interactivity to engage participants and reinforce key messages, making learning stick.