ISTE 2017: Kahoot Releases First EdTrends Report Ahead Of Annual Conference
With less than one week to go until the ISTE 2017 conference in San Antonio Texas, Game Based Learning platform Kahoot released their first ever EdTrends Report. With a reach of over 50 million monthly active users, Kahoot is positioned to offer insights into the education technology sector that aren’t available anywhere else.
Kahoots own metrics have now reached 50 million monthly active users, 2M U.S. teachers, 25M U.S. students with over 20M public Kahoots. Kahoot is a game based learning platform that allows teachers to quickly and efficiently create interactive and fun, immersive game lessons for students.
Here are some of the key points found in their EdTrends report:
- Google is getting a stronghold in U.S. classrooms, with Chrome OS growing quickly on computers, while Apple’s iOS dominates on mobile devices and tablets. Microsoft is holding its ground, maintaining share on computers in the classroom, especially among teachers.
- Google Classroom/G Suite for Education is the most popular productivity suite in U.S. classrooms.
- U.S. educators’ biggest incentive to adopt ed tech is to improve student productivity. Their top priorities are: to improve student learning and outcomes, to motivate students, and to encourage more engagement in class.
- In the coming school year, U.S. schools will see increased use of digital platforms for teaching, learning, and assessment, as well as the rise of personalized learning.
- Public school educators in the U.S. are grappling with budget restraints and lack of resources, while private school teachers’ biggest challenge is lack of training to understand and adopt new technology.
- On a state level, California educators struggle with lack of training and “tech for the sake of tech,” and Texas teachers face the challenges of bureaucracy and budget constraints on adopting tech.
Going hand in hand with Google’s classroom dominance is an interesting trend found within the report. When it comes to Kahoot sessions by device, Windows is still the leader with teacher hosts. 56% of teacher hosts are using a Windows based device to logon and create Kahoots. Not surprising, with student players (users) iOS is the leader with 43% of students using an iPad or iPhone to play Kahoots. The interesting trend is that Chrome OS saw a 50% increase in usage from Q1 2015 to Q1 2016 and gained again from 2016 to 2017. Like Android devices, Chromebooks are finding their way into classrooms because of their ease of operation and much lower cost compared to schools with 1:1 iPad programs.
Adding to the Google Chrome OS trend with users, Kahoot did a survey last month, asking 600 educators about the devices that they and their students use in the classroom. The No. 1 device for both was the Google Chromebook. For teachers, the second most popular device was a Windows based laptop while students chose the iPad.
The report also echoed the fact that VR/AR, maker spaces and coding programs for students were dominate trends in the classroom. This was the first EdTrends report from Kahoot, and they’ve used it to reveal some very important data.
“We hope to better serve educators and the education market through the Kahoot! EdTrends Report, which will provide important data and insights to help educators better fulfill their educational needs,” said Erik Harrell, the CEO of Kahoot! “The report will extend our mission to make learning awesome and to unlock the deepest potential of every learner, regardless of location, age, or context.”
You can learn about Kahoot or talk to them about these exciting technology trends in education at ISTE 2017 in San Antonio, June 25th-28th, booth #326 you can download a copy of the report here.