How does Kahoot work, and why do teachers look elsewhere?
In a live Kahoot game, questions and answer options show on the shared screen while students answer on their own devices, joining with a game PIN at kahoot.it. Points depend on speed and accuracy. Hosts can switch points off for individual questions and play in team mode.
Teachers look for alternatives for four practical reasons:
- Students need a device. If phones are banned and the school has no laptop or tablet per student, a live game can't run.
- The network has to carry the whole class. Thirty devices joining at once can overload weak school Wi-Fi.
- Speed scoring rewards fast guesses. See the research below.
- You want answers saved per student, so the game also tells you who needs help next lesson.
What does research say about Kahoot-style quiz games?
Wang and Tahir (2020) reviewed 93 studies on Kahoot in Computers & Education. Their main conclusion: Kahoot can have a positive effect on learning performance, classroom dynamics, attitudes and student anxiety, although some studies found little or no effect.
The problems the studies report are a useful checklist for any alternative:
- Unreliable internet connections, named by both students and teachers.
- Time pressure: students found the clock stressful, and some ran out of time.
- Speed-based scoring, which teachers said reduced reflection and led some students to guess without thinking.
- Questions hard to read on a projected screen.
- No way to change an answer after submitting.
The learning benefit comes from answering, more than from the game. Roediger and Karpicke (2006) found that students who were tested on a text retained substantially more after two days and after a week than students who restudied it. The effect comes from retrieving the answer, which any quiz format asks students to do.
Which device-based quiz games are like Kahoot?
If every student has a school laptop or tablet and the network holds up, these are the closest alternatives.
Wayground (formerly Quizizz). Quizizz rebranded as Wayground in June 2025, describing a move from a quiz tool toward a broader supplemental learning platform. Students join quizzes and activities on their own device, in class or as homework.
Gimkit. A quiz game with several game modes. According to Gimkit's help center, teachers can host games, create classes and collect game reports, and the Pro version adds more game modes, assignments and audio questions (as of November 2026).
Blooket. One question set can be played in several different game modes, so the same review content can run more than once.
Socrative. Closer to a quiz and exit ticket tool. Its Space Race mode turns a quiz into a team race: each team's rocket moves when they answer correctly. Students can play alone, share one device per team, or answer on separate devices within a team. The shared-device option helps when you only have one device per three or four students.
What can you use when students can't use phones?
Phone rules now cover many schools in both the US and the UK. In the US, at least 40 states and the District of Columbia require districts to ban or restrict student phone use (Education Week, updated October 2026). In England, the Department for Education's guidance that schools should be mobile phone-free by default became statutory on 29 June 2026, and it states that Bring Your Own Device policies should not include mobile phones.
If your school has 1:1 laptops or Chromebooks, the device-based games above still work. Without them, you have three options.
Plickers. Each student holds up a printed card, rotated to show A, B, C or D, and you scan the room with the Plickers app on your phone. There is no need for student devices or accounts. Answers are recorded per card number. Two drawbacks: scanning takes a moment per question, and neighbors can see which way a card is turned.
Mini whiteboards. Students can write any answer, including working. Nothing is recorded, so keeping score for a game is up to you.
Clickers. Each student, or each team, gets a small handheld clicker (also called a keypad or voting handset) that sends answers by radio to a receiver on your laptop. No phones, no Wi-Fi, no app and no student log-in. Answers are saved, so a review game also produces data. Clickers take multiple choice and rating answers, not written ones.
How do you run a review game with clickers?
A clicker review game works like a Kahoot round, with the questions on your own slides. In OMBEA Response, for example, you mark the correct answer on a PowerPoint question slide, split the class into teams and show leaderboard slides between rounds. A 20-minute, five-round game:
- Build five rounds of four questions at the end of your review deck. Write one wrong option per question that matches a mistake you saw in class.
- Split the class into four mixed-ability teams and hand out the ResponsePads.
- Run round one. The chart fills as students press A, B, C or D.
- Stop after any question that more than a third of the class got wrong. Ask two students to explain their choice before you reveal the answer.
- Show the leaderboard after each round.
- After the lesson, open the report to see which questions and which students need another look.
The features page describes the competition and team settings.
How do the options compare?
| Option | What students use | Needs internet in class |
|---|---|---|
| Kahoot | Own device, or shared in team mode | Yes |
| Wayground | Own device | Yes |
| Gimkit | Own device | Yes |
| Blooket | Own device | Yes |
| Socrative | Own or shared device | Yes |
| Plickers | Printed card, scanned by teacher | Teacher's device only |
| Mini whiteboards | Pen and board | No |
| Clickers | Handheld clicker | No |
How do you make a quiz game help students learn?
These habits address the problems in the Kahoot research, whichever tool you use:
- Switch off speed points where the tool allows, so a correct answer scores the same at 3 seconds or 20.
- Allow 20 to 30 seconds for a question that needs thought, and 10 for pure recall.
- Stop on questions that split the class and ask students on each side to explain their choice before you reveal the answer.
- Re-ask the three most-missed questions in the next lesson as a warm-up or an exit ticket.
- Use teams with younger or anxious students, so a wrong answer belongs to the group.
If you also run polls with larger groups, our comparison of Mentimeter alternatives covers phone-based polling tools, and quiz in PowerPoint shows how to build a quiz in the deck you already use.



