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Kahoot, the educational gaming startup, has raised another $15M, now at a $300M valuation

School’s back in session and a startup that’s building games to help students learn has moved to the top of the class. Kahoot — the educational gaming startup out of Norway that has been a quick hit with schools in the US and elsewhere — today announced that it has raised 126.5 million Norwegian krone (around $15.4 million), its second round this year, at a valuation of about 2.55 billion krone ($300 million), tripling its valuation in 7 months.

For some context, the company raised $17 million in March at a $100 million valuation.

Kahoot has been around since 2006 — originally as a gamefied education app called Lecture Quiz — although its rise in popularity and usage has been a more recent shift, dovetailing with how teachers are increasingly using more learning aids that are in tune with two of the more popular pastimes among kids these days: playing around on devices with screens, and playing games.

Kahoot is a notable standout at a time when gaming among kids is dominated by Fortnite, a top-grossing app, but a controversial one because of how addictive it is. (Even Prince Harry — yes, Prince Harry — has weighed in on this one.)

Åsmund Furuseth, Kahoot’s CEO and co-founder, said in an interview that the money will be used to continue investing in building the platform, and also to make acquisitions — likely to be announced in the next couple of months.

“It’s about strengthening our position in learning and the platform,” he said in an interview. This latest round comes from Nordic investors in the company led by existing investor Datum AS, and Furuseth said that there is likely to be another round in the company that brings in international investors and strategic backers.

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“Disney is an investor already and they have an option to become a larger shareholder,” he noted. Others that have already backed Kahoot include Microsoft and Northzone. “This round was specifically around the Nordic region and Nordic investment bankers, who were interested in acquiring shares because of our growth and what we are doing in the learning space.”

As we have written before, Kahoot in January this year passed the 70 million user mark with about a 50 percent penetration among K-12 students in the US, with about 51 million games created on the platform.

Furuseth today said that the company is on track to pass 100 million users by the end of this year, with rises in its other metrics. Alongside its push into the K-12 education sector, it’s also been growing its enterprise line, building “games” for businesses to use in helping onboard employees and other services. 

“Our largest amount of users come from the education sector, but when it comes to revenue and growth, it’s the business segment that is larger,” he said. The plan is to continue building products for audiences, he added.

He did not say whether the company is closer to being cash-flow positive. Notably, he took over as CEO earlier this year on a platform of aiming for just that, after a period in which the company appeared to be bulking up quickly with an ambitious plan to ink content partnerships and build out more products.


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