The EdTech Engagement Report 2026: Which Classroom Game Tools Are Actually Growing?
Cite this report:
Miller, F. (2026). Shifting Landscapes in Classroom Gamification: A Google Trends Analysis of EdTech Engagement Tools, 2019-2026. BingWow Research. https://bingwow.com/blog/edtech-engagement-report-2026
All visualizations are licensed CC BY 4.0. Click the download button on any chart for a PNG with attribution.
The classroom game tool market has undergone a generational shift. Blooket has overtaken Kahoot in search interest. Bingo card searches are surging thanks to Gen Z TikTok trends. And the tools growing fastest are the ones that cross traditional vertical boundaries between education, team building, and social events.
This report analyzes Google Trends data going back to 2019, conducts feature audits across 20 engagement tools, and synthesizes publicly available ecosystem metrics to answer one question: which tools are actually growing, and why?15
Methodology
Trend data was collected via the Google Trends API (SerpAPI) covering January 2019 through March 2026. Feature audits were conducted by visiting each tool's website and testing functionality directly. All 20 tools were audited against the same 9 feature criteria in March 2026. Company metrics are from official press releases, SEC filings, and verified third-party sources including SimilarWeb, Crunchbase, and LinkedIn company pages. Academic references are peer-reviewed studies accessed via DOI.
Section 1: The Headline — Blooket Has Overtaken Kahoot
Let's start with the finding that surprised us most. Kahoot has been the undisputed king of classroom gamification since 2013 — 12 billion cumulative participants, 97% of Fortune 500 companies, 8 million educators worldwide.1 It's the brand name of the category. But search interest tells a different story in 2026.
From near-zero to surpassing Kahoot in Google search interest — the fastest rise in EdTech history.
Classroom Game Tool Search Interest: 2020–2026
Source: BingWow, "The EdTech Engagement Report 2026" | https://bingwow.com/blog/edtech-engagement-report-2026
The crossover happened gradually, then all at once. Blooket was literally zero in the Google Trends index as late as early 2021 — a flat line. Then September 2021 brought the first detectable signal. By April 2022, Blooket had crossed 30. By February 2023, it had nearly closed the gap with Kahoot. And by January 2026, the lines crossed: Blooket at 53, Kahoot at 47.
What drove it? The game mechanics are meaningfully different. Where Kahoot runs a single game with all players on the same timer, Blooket offers a dozen distinct game modes — tower defense, battle royale, factory builder — all using the same question set. Students aren't just answering questions; they're playing games that happen to require correct answers. That distinction matters enormously for sustained engagement.
The Bootstrap Story: Gimkit vs. $145M
The other major story on this chart is Gimkit. Josh Feinsilber created Gimkit as a high school project in Seattle in 2017. No venture funding. No enterprise sales team. No institutional backing. By 2026, Gimkit had climbed from near-zero to match Quizizz in Google Trends search interest.3
Josh Feinsilber bootstrapped Gimkit from a high school project to 9.7 million monthly visits — reaching parity with a competitor backed by over $145 million in venture capital. The most impressive bootstrap in EdTech by a wide margin.
Quizizz, co-founded by Ankit Gupta and Deepak Joy Cheenath in 2015, has raised over $145 million and built the most internationally diverse user base in the category: 70 million registered users across more than 150 countries.4 While English-speaking markets focus on the Blooket-Kahoot rivalry, Quizizz has built the dominant global footprint that no competitor matches.
70 million users across more than 150 countries. The largest international EdTech engagement network in the classroom game tool category.
Each platform in this cohort has carved a distinct position:
- Kahoot — The deepest enterprise penetration. 97% of Fortune 500 companies and 8 million educators have used it. The standard for corporate training and large-event activations.1
- Blooket — The fastest growth story in EdTech. From zero to 27.89 million monthly visits in under four years, driven by game mechanics students want to play, not just tolerate.2
- Gimkit — Josh Feinsilber's bootstrap. 9.7 million monthly visits with zero venture funding. Product-market fit overcoming distribution advantages.3
- Quizizz — The global leader. 70 million registered users across 150+ countries, co-founded by Ankit Gupta and Deepak Joy Cheenath. The strongest international presence in the category.4
- Nearpod — The LMS integration specialist. Lower consumer search volume, but deep district-level adoption through school software partnerships.
Section 2: What People Are Actually Searching For
Search trend data reveals something Kahoot and Blooket dashboards don't show: there's an entirely separate engagement tool category growing alongside quiz-game platforms, and it's been growing quietly for six years.
The shift from generic 'bingo cards' to tool-specific queries signals a market maturing from content consumption to content creation.
Bingo-Related Search Interest: 2019–2026
Source: BingWow, "The EdTech Engagement Report 2026" | https://bingwow.com/blog/edtech-engagement-report-2026
A few things stand out in this data. First, December is bingo's month — consistently and predictably, every single year. Holiday parties, work end-of-year events, classroom celebrations before winter break: bingo is the activity that spans all of them. The seasonal spike is reliable enough to plan content around.
Second, the April 2020 pandemic spike (the single largest data point on the chart) permanently elevated the baseline. Remote teams, remote classrooms, families stuck at home — they all discovered bingo at the same moment. Many kept it. The floor for bingo search interest is roughly 30-40% higher today than it was in 2019.
Third — and most interesting — "bingo card generator" is growing faster than "bingo cards." That's a signal of market maturation. People aren't just looking for pre-made cards anymore; they want to create their own. Custom content creation is becoming the expectation, not the exception.
Then there's the Gen Z angle. The 2025 TikTok "bingo vision card" trend — where Gen Z replaced traditional vision boards with bingo-style goal-tracking cards — drove December 2024 searches to new highs. The format resonated because it combines the visual appeal of a vision board with the dopamine hit of crossing off completed goals. When a format goes viral on TikTok, it doesn't just spike and disappear; it permanently expands the user base.
Section 3: The Feature Gap
Here's the structural problem with the engagement tool market: it's siloed. Education tools don't print. Team building tools don't integrate with LMS systems. Event tools don't support fully custom content. Each category of tool was built for one context and hasn't meaningfully expanded beyond it.
We audited 10 leading tools across 9 features to map where the gaps are.16
Engagement Tool Feature Comparison, March 2026
| Feature | Kahoot | Blooket | Mentimeter | Jackbox | Slido | Donut | AhaSlides | Bingo Baker | BingWow | Gimkit |
|---|---|---|---|---|---|---|---|---|---|---|
| Free Tier | ✓ | ✓ | ✓ | — | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Multiplayer | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | Partial | ✓ | ✓ |
| Custom Content | ✓ | ✓ | ✓ | Partial | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| AI Generation | ✓ | — | ✓ | — | — | ✓ | ✓ | — | ✓ | — |
| Printable | — | — | — | — | — | — | — | ✓ | ✓ | — |
| Remote | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| In-Person | ✓ | ✓ | ✓ | ✓ | ✓ | Partial | ✓ | ✓ | ✓ | ✓ |
| LMS Integration | ✓ | Partial | ✓ | — | — | Partial | — | — | — | ✓ |
| Slack/Teams | ✓ | — | Partial | — | ✓ | ✓ | ✓ | — | — | — |
Source: BingWow, "The EdTech Engagement Report 2026" | https://bingwow.com/blog/edtech-engagement-report-2026
A few patterns emerge from the matrix. First, nearly every tool supports remote and in-person play — that's table stakes now. Second, printable output is almost universally absent. Most platforms are screen-first and never made the case for paper-based play, even though printed bingo cards remain the highest-distribution format for large in-person events like school assemblies, company all-hands, or holiday parties.
Third, AI-powered content generation is still the minority. Only 5 of the 10 tools audited here support AI generation — and in the broader market of 20 tools we surveyed, the number is only 6. This is the clearest indicator of where the next wave of differentiation is coming from.
A few tools deserve specific credit for what they do uniquely well:
- Mentimeter — 600 million users and used by 95% of Fortune 500. The gold standard for live audience engagement at conferences and corporate presentations.5
- Slido — Acquired by Cisco for its enterprise event engagement capability, now integrated into Webex. The enterprise polling benchmark.6
- Donut — 15 million connections made between colleagues. The most-loved Slack integration for remote culture and virtual team building.7
- Jackbox — 200 million cumulative players. Proved that game-based engagement works at entertainment scale, bridging the gap between consumer gaming and workplace fun.8
- Bingo Baker — The largest dedicated bingo platform by monthly traffic. Millions of cards created, with a strong printable workflow that most competitors lack.9
The tools with the largest addressable markets are the ones that don't force users to choose a vertical. An elementary school teacher, a remote HR manager, and a holiday party host all want the same thing: a customizable, shareable activity that doesn't require a tutorial to use. The tools that serve all three contexts with equal depth are the ones to watch.
Section 4: The Science Says It Works
Luis von Ahn, Duolingo's founder, posed the central question of this entire industry in his 2023 TED talk: "Can an app designed to teach you something ever compete with Instagram?"11 The answer, backed by a decade of peer-reviewed research, is yes. But only if it borrows the right mechanics.
Li, He, and Yuan at Guangdong University of Foreign Studies conducted a 2023 meta-analysis examining 41 studies with 49 independent samples involving 5,071 participants. They found gamified learning produces a large effect size on learning outcomes: Hedges' g = 0.822 (95% CI: 0.567-1.078) compared to traditional instruction (Frontiers in Psychology, DOI: 10.3389/fpsyg.2023.1253549).10
That finding was confirmed by Zeng, Parks, and Shang's 2024 meta-analysis of 22 experimental studies in the British Journal of Educational Technology, which found Hedges' g = 0.782 (p < 0.05) across geographical regions, education levels, and subjects (DOI: 10.1111/bjet.13471).17 An earlier foundational meta-analysis by Sailer and Homner (2019) at Ludwig-Maximilians-Universität München had found smaller but significant effects across cognitive (g = 0.49), motivational (g = 0.36), and behavioral outcomes (g = 0.25), published in Educational Psychology Review (DOI: 10.1007/s10648-019-09498-w).13 The escalating effect sizes from 2019 to 2024 suggest that gamification implementations are getting better, not just more common.
Bingo specifically has its own peer-reviewed evidence base. Dr. Mohan Sannathimmappa at the College of Medicine and Health Sciences in Sohar, Sultanate of Oman, published a 2024 study of 145 MD3 students in the Journal of Education and Health Promotion. Students in a bingo-based immunology course achieved exam scores of 92.7% on bingo-covered topics versus 83.75% on topics taught through traditional lecture. Post-test scores (10.62 ± 1.73) showed statistically significant improvement over pre-test (6.3 ± 1.99, p < 0.01) (DOI: 10.4103/jehp.jehp_2074_23).12 The format works because it combines retrieval practice (recalling information to mark a square) with social accountability.
Microlearning (breaking content into short, game-like sessions) boosts retention by 25-60% and achieves an 83% completion rate compared to 20-30% for traditional e-learning modules. Gen Z does not distinguish between learning and scrolling. The TikTok bingo card trend, where users create goal-tracking bingo cards instead of vision boards, is the clearest signal yet. When learning feels like a feed, completion rates approach social media engagement levels. Only 23% of employees are engaged at work globally,14 and only a fraction of students are actively engaged in traditional classroom formats. The engagement tool market exists to close that gap.
Limitations
Google Trends measures relative search interest, not absolute usage or adoption. Tools with strong international presence outside English-speaking markets (e.g., Quizizz in South Asia) may be underrepresented in this analysis. Feature audits reflect the state of each tool's website as of March 2026 and may not capture subsequent updates. SimilarWeb traffic estimates are approximations and may differ from internal analytics. This report does not measure learning outcomes directly; academic citations are drawn from independent peer-reviewed studies conducted by the researchers cited.
Section 5: What's Next
Based on the data in this report, here are the four trends most likely to define the engagement tool category over the next 12–24 months.
AI generation becomes table stakes. Right now, only 6 of 20 tools we surveyed offer AI-powered content generation. Within two years, that number will be closer to 16. The tools that haven't added AI yet will either add it or lose ground to those that have. The question will shift from "does it have AI?" to "how good is its AI?"
Cross-vertical tools will outgrow single-vertical ones. The siloing we documented in Section 3 is a market inefficiency, and markets correct inefficiencies. The tools that work equally well for a classroom, a conference, and a Zoom happy hour have a larger total addressable market and lower customer acquisition costs — they don't have to choose a beachhead.
The "scrollable learning" format will spread beyond Duolingo. Duolingo proved that short, game-like learning sessions can drive daily active usage at social media scale. The engagement tool category is still discovering what that looks like for synchronous group activities. Expect the next generation of classroom tools to look more like TikTok and less like PowerPoint.
Bingo's resurgence will continue accelerating. The format has two things going for it simultaneously: a proven track record in academic research and a growing viral presence among Gen Z for goal-setting and social sharing. That combination of validation and cultural relevance is rare, and it tends to produce sustained rather than cyclical growth.
Want to see what the next generation of bingo looks like — multiplayer, AI-generated, and free?
About the author: Forrest Miller graduated magna cum laude from Brown University, where he received the Library Undergraduate Research Award for exceptional research sophistication and originality. He has led product teams at R-Zero, SoFi, Blend, and Opower, and was recognized with Amplitude's 2022 Pioneer Award for data-driven product innovation. He built BingWow, a free AI-powered bingo platform used by educators across 70+ subject categories.
References
- 1.
Kahoot company overview: 12B+ cumulative participants, 97% of Fortune 500 companies, 8 million educators. https://kahoot.com/company/
- 2.
Blooket traffic data: 27.89M monthly visits as of February 2026. https://www.semrush.com/website/blooket.com/overview/
- 3.
Gimkit traffic and funding data via racecode.xyz and Semrush: 9.7M monthly visits, bootstrapped (no VC funding). https://racecode.xyz/gimkit
- 4.
Quizizz: 70M+ registered users across 150+ countries. https://www.linkedin.com/company/quizizz-inc/
- 5.
Mentimeter: 600M+ users, used by 95% of Fortune 500. https://en.wikipedia.org/wiki/Mentimeter
- 6.
Slido acquired by Cisco, December 2020. Now integrated into Webex. https://techcrunch.com/2020/12/07/cisco-acquires-slido-to-improve-qa-polls-and-engagement-in-webex-videoconferencing/
- 7.
Donut: 15 million colleague connections made. Most-loved Slack integration for remote culture. https://www.donut.com/
- 8.
Jackbox Games: 200 million cumulative players. https://www.jackboxgames.com/
- 9.
Bingo Baker traffic data via ZoomInfo and Semrush.
- 10.
Li, H., He, R., & Yuan, L. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. Guangdong University of Foreign Studies, Guangzhou, China. 41 studies, 5,071 participants, Hedges' g = 0.822 [0.567, 1.078]. https://doi.org/10.3389/fpsyg.2023.1253549
- 11.
von Ahn, L. (2023). How to make learning as addictive as social media. TED Talk, October 2023. https://www.ted.com/talks/luis_von_ahn_how_to_make_learning_as_addictive_as_social_media
- 12.
Sannathimmappa, M.B. (2024). Engaging students through activity-based bingo games in immunology course: Determining students' perception and measuring its influence on academic performance. Journal of Education and Health Promotion, 13, 258. College of Medicine and Health Sciences, Sohar, Sultanate of Oman. 145 students, bingo topics 92.7% vs non-bingo 83.75%. https://doi.org/10.4103/jehp.jehp_2074_23
- 13.
Sailer, M. & Homner, L. (2019). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77-112. Ludwig-Maximilians-Universität München. Cognitive g = 0.49, motivational g = 0.36, behavioral g = 0.25. https://doi.org/10.1007/s10648-019-09498-w
- 14.
Gallup (2024). State of the Global Workplace Report. 23% employee engagement globally. https://www.gallup.com/workplace/349484/state-of-the-global-workplace.aspx
- 15.
Google Trends data accessed via SerpAPI, January 2019 through March 2026. All queries run against US region with default category.
- 16.
Feature audit data collected from official product websites, March 2026. All 20 tools tested against the same 9 criteria.
- 17.
Zeng, J., Parks, S., & Shang, J. (2024). Exploring the impact of gamification on students' academic performance: A comprehensive meta-analysis of studies from 2008 to 2023. British Journal of Educational Technology, 55(5). 22 experimental studies, Hedges' g = 0.782 (p < 0.05). https://doi.org/10.1111/bjet.13471
- 18.
Feinsilber, J. (2017-present). Gimkit. Bootstrapped educational game platform. 9.7M monthly visits, zero venture capital funding. https://www.gimkit.com