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Home»Business»Partnership»Kahoot! announces a new collaboration with Hello Kitty and other Sanrio characters to provide free educational learning games that support the development of future-ready skills among children and lifelong learners
Partnership

Kahoot! announces a new collaboration with Hello Kitty and other Sanrio characters to provide free educational learning games that support the development of future-ready skills among children and lifelong learners

Aboo TayubBy Aboo TayubFebruary 17, 2025Updated:February 17, 2025No Comments3 Mins Read
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"We are excited to launch a brand new collection of kahoots in collaboration with all Sanrio characters, and it is a privilege for us at Kahoot! to welcome Hello Kitty and her friends to our platform," said Eilert Hanoa, CEO of Kahoot!
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Kahoot!, the global learning and engagement platform, is thrilled to announce an exciting new collaboration with the globally loved Sanrio characters, including Hello Kitty, My Melody, Kerokerokeroppi, Mr. Men Little Miss and many more. This collaboration introduces a collection of educational learning games designed for children and families.

The new collection of games will be available for free on Kahoot’s platform on the Hello Kitty and Friends channel and mobile apps for iOS and Android, empowering teachers and parents to inspire learning through play with their students and children. Created to foster skills like communication, collaboration, and cultural awareness, these educational games bring the charm of Sanrio’s iconic characters into classrooms and homes, making learning engaging and memorable for learners and fans of all ages.

“We are excited to launch a brand new collection of kahoots in collaboration with all Sanrio characters, and it is a privilege for us at Kahoot! to welcome Hello Kitty and her friends to our platform,” said Eilert Hanoa, CEO of Kahoot! “Our mission is to make learning awesome for everyone through engaging and entertaining learning experiences, and this collaboration brings us one step closer to fulfilling that promise for our users of all ages worldwide.”

Bringing Sanrio’s characters into Kahoot! represents a significant opportunity for teachers worldwide to create more engaging and interactive lessons, whereas parents and adult learners can embrace the nostalgia of the characters they love while exploring various topics with their kids.

Boosting the adoption of digital learning solutions across Japanese schools, universities, and enterprises to deliver meaningful learning experiences for all

Kahoot!’s growth has been sustained and strong in Japan over the past years. In the last year, over 60 million participants (non-unique) took part in close to 10 million learning sessions in Japan. This represents growth of over 70% year-on-year.

“Kahoot!’s popularity in Japan is rising, and we are experiencing a high demand for solutions among students and teachers. Student-led sessions have doubled in the past year, indicating increased usage of our platform for learning,” said Brent Mori, VP at Kahoot! in Japan. “We look forward to collaborating with schools and universities during Phase 2 of the GIGA School initiative to enhance digital learning and believe Kahoot! can boost education technology through game-based experiences.”

Japanese enterprises and businesses also demand immersive and game-based solutions that can be introduced into their workplaces to improve their organizations. Today, more Japanese businesses use Kahoot! to improve their onboarding processes of new employees, support the learning and development of their workforce (L&D), and make presentations and events at work more engaging while delivering fun and meaningful learning experiences.

“In the last year, Kahoot! experienced a 70% increase in unique users hosting a learning session under a Kahoot! enterprise account. This figure is a testament to why more businesses are turning to Kahoot! to ensure that learning truly sticks with their employees at all levels,” said Mori.

Building on Kahoot! ‘s strong growth and demand across schools and enterprises in Japan, the company is also announcing Brent Mori’s appointment as Vice President (VP). Mori’s appointment represents a new opportunity for the company to collaborate closely with Japanese customers, including large enterprise organizations, school administrations, universities, and local partners.

Kahoot! is committed to transforming the Japanese educational and learning landscape. It will do this by introducing new technology, such as AI, offering free premium access and trusted content on the platform, and adapting to the local initiatives driving digital learning transformation in the country.

For more information about Kahoot!, please visit www.kahoot.com

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Aboo Tayub

Aboo Tayub is the publisher of Education Business Technology and has worked in the business & technology publishing sector for over a decade.

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