Investor Presentation • Aug 19, 2021
Investor Presentation
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Q2 2021 Presentation August 19 2021
New ways to create, share and consume information
Hybrid teaching and learning
Accelerating demand for workforce upskilling and reskilling
Trends shaping learning and learners
Rising need for soft skills, social- emotional learning K12 and Higher Ed shifting to digital
Short attention spans!
Fun and engaging learning
Our vision is to build the leading learning platform in the world
Kahoot! helps me engage students in class and for homework, and also works great for virtual lessons even when school is closed "
As do millions of teachers globally
I love Kahoot! It makes learning fun!
As do hundreds of millions of students "
Kahoot! allows me to engage in playful learning with my family in a social setting
As do millions of families around the world
Kahoot! breaks down barriers and connects teams
As do hundreds of thousands of organizations in over 150 countries
The Kahoot! viral distribution model generates millions of new accounts and app downloads every month
YoY growth in paid subscriptions per Q2
114% Q2 YoY growth in invoiced revenue
24%
Q2 cash conversion from invoiced revenue
Reached 933K paid subscriptions in Q2 2021, an increase of 173K from Q1 2021, whereof the acquired unit Motimate contributed with 140K. The net organic growth was 33K whereof 21K on the Kahoot! Platform. Kahoot! At School representing the main growth reaching 295K, Kahoot! At Home reaching 234K and Kahoot! At Work reaching 403K. The YoY increase in paid subscriptions, including acquisitions was 663K, representing 246% growth YoY.
1) Paid subscriptions is defined as total number of users on paid subscription per the end of the period, including new units from the time of acquisition 2) Conversion to paid subscriptions in all segments from customers in more than 150 countries
Kahoot! has paying subscribers in more than 150 countries, whereof Europe represents 48% as the biggest region and expecting USA and Canada to continue the QoQ growth in Q3 with continued positive development in other regions.
The user growth on the Kahoot! platform in the last twelve months continued, with 29m active accounts (43% YoY growth). Number of hosted games last twelve months was 303m (44% YoY growth) with 1.8bn participants (24% YoY growth), and 85% YoY growth on core Kahoot! paid subscriptions.
| Q2'21 | Q1'21 | Q4'20 | Q3'20 | Q2'20 | Q1'20 | Q4'19 | Q3'19 | Q2'19 | Q1'19 | |
|---|---|---|---|---|---|---|---|---|---|---|
| Invoiced revenue | 20.6 | 19.1 | 17.5 | 11.6 | 9.6 | 6.5 | 5.3 | 3.4 | 2.3 | 2.0 |
| Invoiced revenue growth QoQ | 1.5 | 1.6 | 5.9 | 2.0 | 3.1 | 1.1 | 1.9 | 1.1 | 0.3 | 0.3 |
| Invoiced revenue growth QoQ % | 8% | 9% | 50 % | 21 % | 49 % | 21 % | 56 % | 48 % | 15 % | 20 % |
| Invoiced revenue growth YoY | 11.0 | 12.6 | 12.2 | 8.2 | 7.3 | 4.5 | 3.6 | 2.5 | 1.7 | 1.7 |
| Invoiced revenue growth YoY % | 114 % | 195 % | 230 % | 241 % | 317% | 222 % | ||||
| Revenue and operating income | 18.4 | 16.2 | 12.0 | 9.2 | 5.6 | 4.2 | 2.8 | 3.1 | 1.4 | 1.2 |
| Cost of sales | 1.7 | 1.3 | 1.4 | 1.4 | 0.7 | 0.4 | 0.3 | 0.2 | 0.2 | 0.1 |
| Employee benefit expenses 1) | 6.5 | 6.2 | 5.7 | 2.4 | 3.9 | 2.9 | 2.5 | 2.2 | 1.6 | 1.8 |
| Other operating expenses 2) | 6.1 | 5.0 | 4.1 | 2.3 | 2.3 | 1.9 | 1.9 | 1.4 | 1.5 | 1.3 |
| Total cost | 14.2 | 12.5 | 11.2 | 6.1 | 6.8 | 5.2 | 4.7 | 3.8 | 3.3 | 3.2 |
| Net cash flow from operations 3) | 5.0 | 5.4 | 7.0 | 5.2 | 3.9 | 1.1 | 1.4 | $-0.6$ | $-1.5$ | $-1.9$ |
| Cash flow from oper. in % of invoiced | 24 % | 28 % | 40 % | 45 % | 41 % | 17% | 27% | $-17%$ | $-63%$ | $-94%$ |
| Cash and cash equivalents | 440.5 | 253.6 | 256.1 | 72.5 | 73.4 | 34.0 | 40.9 | 13.4 | 24.7 | 26.5 |
| Employee full time equivalents | 244 | 204 | 182 | 127 | 128 | 120 | 110 | 100 | 73 | 62 |
1) corresponding period Adjusted for share-based compensation expenses and related payroll taxes 2) Adjusted for acquisition-related expenses, and listing cost preparations 3) Adjusted for cash out flow for expenses related to acquisitions
| Q 2 2021 | Q 2 2020 | H 1 2021 | H 1 2020 | FY 2020 | |
|---|---|---|---|---|---|
| Total revenue and other operating income | 18.4 | 5.6 | 34.6 | 9.8 | 31.0 |
| Cost of sales | 1.7 | 0.7 | 3.1 | 1.1 | 3.8 |
| Employee benefit expenses | 1.0 | 5.4 | 10.7 | 8.3 | 31.6 |
| Other operating expenses | 7.7 | 2.3 | 14.0 | 4.1 | 11.6 |
| Total operating expenses | 10.4 | 8.4 | 27.8 | 13.5 | 47.0 |
| EBITDA before adjustments | 8.0 | $-2.8$ | 6.8 | $-3.7$ | $-15.9$ |
| Share based payment expenses | 1.8 | 0.4 | 3.9 | 0.5 | 3.1 |
| Social security tax share based payments | $-7.3$ | 1.2 | $-5.9$ | 1.0 | 14.2 |
| Acquisition transaction and listing cost | $1.6\,$ | 0.0 | 3.0 | 0.0 | 1.0 |
| EBITDA adjusted | 4.2 | $-1.2$ | 7.8 | $-2.2$ | 2.3 |
| Adjusted EBITDA margin (%) | 22.6 % | $-22.0%$ | 22.7 % | $-22.2%$ | 7.5% |
| 30.06.2021 | 30.06.2020 | 31.12.2020 | |
|---|---|---|---|
| Goodwill | 99.7 | 18.1 | 77.7 |
| Intangible assets | 45.8 | 7.3 | 34.4 |
| Property, plant and equipment | 0.4 | 0.3 | 0.4 |
| Right-of-use assets | 2.7 | 2.5 | 3.2 |
| Total non-current assets | 148.6 | 28.3 | 115.7 |
| Trade receivables | 5.1 | 0.6 | 2.7 |
| Other current assets | 5.4 | 1.3 | 3.3 |
| Cash and cash equivalents | 440.5 | 73.4 | 256.1 |
| Total current assets | 451.0 | 75.2 | 262.1 |
| Total assets | 599.6 | 103.5 | 377.8 |
| Total equity | 505.4 | 73.8 | 288.4 |
| Lease liabilities | 1.9 | 2.1 | 2.3 |
| Deferred tax liability | 8.0 | 1.2 | 5.8 |
| Other non-current liabilities | 13.1 | 0.0 | 15.4 |
| Total non-current liabilities | 23.0 | 3.2 | 23.6 |
| Lease liabilities | 0.9 | 0.5 | 1.0 |
| Trade payables | 3.1 | 0.8 | 1.8 |
| Contract liabilities (deferred revenue) | 33.5 | 11.8 | 27.9 |
| Other current liabilities | 33.7 | 13.4 | 35.1 |
| Total current liabilities | 71.2 | 26.5 | 65.8 |
| Total equity and liabilities | 599.6 | 103.5 | 377.8 |
| Q 2 2021 | Q2 2020 | H 1 2021 | H 1 2020 | FY 2020 | |
|---|---|---|---|---|---|
| Net cash flow from operating activities | 3.4 | 3.9 | 8.9 | 5.0 | 17.4 |
| Net cash flow from investing activities | $-12.0$ | 0.0 | $-19.5$ | $-0.1$ | $-34.4$ |
| Net cash flow from financing activities | 195.6 | 32.7 | 195.4 | 31.5 | 231.1 |
| Net change in cash and cash equivalents | 187.0 | 36.6 | 184.8 | 36.4 | 214.1 |
| Cash and cash equivalents at begin. of period | 253.6 | 34.0 | 256.1 | 40.9 | 40.9 |
| Effects of exchange rate changes on cash | $-0.1$ | 2.8 | $-0.4$ | $-3.9$ | 1.2 |
| Cash and cash equivalents at end of period | 440.5 | 73.4 | 440.5 | 73.4 | 256.1 |
| Adjusted cash flow from operating activities 1) | 5.0 | 3.9 | 10.4 | 5.0 | 17.4 |
1) Adjusted for cash out flow for expenses related to acquisitions
| Kahoot! FY 2018 |
Kahoot! FY 2019 |
Kahoot! FY 2020 |
Kahoot! FY 2021 |
Clever FY 2021 |
|
|---|---|---|---|---|---|
| Invoiced revenue | \$3.5m | \$13m | \$45m | \$90-100m | \$44m |
| Paid subscriptions* | 46K | 170K | 675K | 1.1m |
*Including acquired units
1) Not including Home & Study subscriptions
2) Not including ARR from future acquisitions
Parent
kahoot.com/school kahoot.com/study kahoot.com/work kahoot.com/investor kahoot.com/home
Stay up to date, visit kahoot.com/news
| Shareholders per August 16, 2021 | Shares (m) | % | |
|---|---|---|---|
| 1 | SoftBank | 82.3 | 17.4 % |
| 2 | Glitrafjord | 41.2 | 8.7% |
| 3 | Datum Group | 40.1 | 8.5% |
| 4 | State Street Bank and Trust Comp | 20.3 | 4.3% |
| 5 | Creandum III LP | 20.0 | 4.2% |
| 6 | Citigroup Global Markets Inc. | 13.5 | 2.9% |
| 7 | The Bank of New York Mellon | 12.8 | 2.7% |
| 8 Versvik Invest AS | 12.6 | 2.7% | |
| 9 | State Street Bank and Trust Comp | 8.7 | 1.8% |
| 10 | Newbrott AS | 7.6 | 1.6% |
| 11 | Nordnet Bank AB | 6.2 | 1.3% |
| 12 UBS AG | 6.0 | 1.3% | |
| 13 | Euroclear Bank S.A./N.V. | 5.6 | 1.2% |
| 14 MP Pensjon PK | 5.4 | 1.1% | |
| 15 | Gamification AS | 5.2 | 1.1% |
| 16 J.P. Morgan Bank Luxembourg S.A. | 5.1 | 1.1% | |
| 17 | The Bank of New York Mellon SA/NV | 4.7 | 1.0% |
| 18 | Sanden AS | 4.5 | 0.9% |
| 19 Pershing LLC | 3.7 | 0.8% | |
| 20 | J.P. Morgan Bank Luxembourg S.A. | 3.7 | 0.8% |
| Other | 163.4 | 34.6 % | |
| Total outstanding shares | 472.7 | 100.0 $%$ | |
| Outstanding share options | 21.5 | ||
| Total no. of shares (fully diluted) | 494.2 |
| Oslo Stock Exchange: | KAHOT |
|---|---|
| Yahoo! Finance | KAHOT.OL |
| Reuters: | KAHOT.OL |
| Bloomberg: | KAHOOT:NO |
| Number of common shares: | 472,689,510 |
| Outstanding share options: | 21,545,850 |
| Total no. of shares (fully diluted): | 494,235,360 |
| Share price (August 17, 2021): | NOK 37.20 |
| Avg. daily trading volume YTD (shares): | 2,905,000 |
| Market Cap total (August 17, 2021): | NOK 17.6bn |
Company Overview
Empower self-study and challenge your friends!
Over 100m user generated kahoots available, with more than 1.8bn participating players last 12 months
Making learning awesome!
Our vision is to build the leading learning platform in the world
Available in Japanese, Turkish, Polish, Dutch,English, Spanish, Portuguese (BR), French, Norwegian, German & Italian
Distribute and play kahoots directly from the Microsoft Teams App
Text to speech in 37 languages - for selfstudy and language learning
Choose between over 80m images from
Personalize your kahoots with
The Kahoot! app and live game just launched in Japanese, Turkish, Polish and Dutch, in addition to the 7 languages already available: English, Spanish, Portuguese (BR), French, Norwegian, German & Italian
Also launching in Arabic and simplified Chinese second half 2021
Kahoot! App in 11 languages
Community for teachers and content partners
Selected new product and feature releases last 12 months
Enhancing the enterprise employee experience
mode with text to speech
Language learning With Drops and the Kahoot! App Study
Kahoot! used for both personal use and for the entire family for engaged learning and knowledge sharing, inspiring millions of individuals
Free and from \$5 per user per month
Millions of teachers and thousands of educational institutions around the world are using premium editions to drive learning and engage students
Free and from \$3 per teacher per month
All kinds of organisations are using Kahoot! at work to engage employees, connect teams, ensure training and build team spirit and corporate culture
From \$10 per user per month
at w or k
Connecting the global educator community and providing high-quality, verified content, to ensure that every student gets access to awesome learning at school and home
connect marketplace content partners
Over
10K
educational institutions have already deployed multiuser Kahoot! teacher licenses
Equip IT admins with increased control, security & compliance
Elevate learning at
your entire school or
district
A collaborative, online whiteboard tool
at school
100s of millions of students
Embraced by over 9 million teachers globally
Next level engagement with Bitmoji
Awesome tools to visualize math and effective number talk sequences, designed for all teachers and educators
Scalable across teams, departments and faculties
leaders
Create or import class rosters. Share and assign kahoots to students
Combine kahoots with activities and content to enhance learning
Deepen learning and skill development through creation and presentation
Follow individual student learning progress over time to assess or take attendance
10m+
are using Kahoot! at home with over 100 million games played by families
Premium subscription for awesome learning for the entire family
Learn math
& algebra
Language learning for everyone from 8 years and above
Kahoot! App reads out questions and answers for all users,now supporting 30+ languages
with flashcards, tests and challenging friends
| $11:05 +$ | 副金 |
|---|---|
| League Leaderboard ⊗ |
|
| Oslo knowledge 2 14 games 2 13 players |
|
| Overall $\vee$ | Medals $\vert \mathbf{v} \vert$ |
| Christian Winsne @ 2 @ 3 @ 1 | |
| Jorge $\overline{2}$ |
828281 |
| Alex | 201 |
A safe and customized user experience, with world class read aloud technology.
Soon available in Arabic and simplified Chinese, in addition to the 11 languages already on the Kahoot! app
Available on Amazon Appstore
Apple Schoolwork features make teaching with Kahoot! even more awesome
Engage with Kahoot! directly in Microsoft Teams and Powerpoint
Extending the Kahoot! experience with Google Classroom
Premium content partners
educators & teachers, and hundreds of millions of students across the world use Kahoot! to make learning awesome
High quality, verified content
Kahoot! Academy connect Let's educators grow their own community to share knowledge
portal
players monthly
If teachers didn't try new things, our students wouldn't get the best from us. "
Aimee Copple
By verified educators and publishers to engage students
| Jayden Massey |
|---|
| Kahoot |
Premium, high quality, ready-to-use content to make learning awesome at school, at home and at work!
For all employees, to empower all individuals and teams to create, share and join engaging learning experiences and build organizational knowledge, including team spirit and company culture, corporate Learning, audience engagement!
For larger organization Kahoot! 360 Spirit Premium available from \$9 per employee per month
Full launch and general availability in Q2 2021
* 1st Language App to offer all 3 African Languages (Swahili, Igbo & Yoruba)
Climate Change
Animal Sounds
African Languages*
Free for 5 minutes a day & premium subscriptions from \$9.99 per month available
Online whiteboard tool!
Live collaboration Instant formative assessment Engage everyone!
Employee Engagement
Helping more than 230 premium brands reaching 300K+ employees in 80 countries
Selected new and recurring customers in Q2
Over 280 companies & organizations in over 35 countries are already happily Motimating away
Employee Engagement
Fun math and language learning at School
Elevate learning at schools and districts
Tailored Kahoot! experience for 2-7 year olds
Next generation engagement for Google Meet, Microsoft Teams and Zoom
Launching 2021!
A new way for teachers and professionals to share and sell content
Network, share, engage!
Global expansion! Kahoot! app in Arabic and simplified Chinese
Kahoot! started 2012 as a quiz-based game to ensure attention, create engagement and provide knowledge in classrooms
Global recognized brand with a viral distribution model based on scalable technology platform
User centric, data-driven and iterative approach to product development and innovation
Over 100m user generated Kahoots, 300m games played last 12 months with 1.8bn participating players
Development of cumulative nonunique players since launch
Launched September 2013
Growth focus on US and K-12
Top 3 tool in US education
50+ employees
Launched first commercial editions with 40k paid subscriptions
Launched mobile apps for iOS and Android
75+ employees
New commercial subscription editions for all segments
Reaching 170k paid subscriptions
Acquisition of Poio and DragonBox
120+ employees
5 Billion
More commercial offerings, over 930k paid subscriptions
Launched first platform service
Acquisition of Actimo, Drops, Whiteboard.fi, Motimate and Clever (pending completion)
250 employees
Disclaimer: Please note that the transaction has not been completed
Founded in 2012 by CPO Dan Carroll, a former educator and CEO, Tyler Bosmeny and CTO Rafael Garcia, who saw from experience that the edtech boom was creating immense usability challenges for K-12 students, teachers, parents, and developers
The Clever platform was initially invented to give students & teachers single sign-on to all of their edtech resources – and has become the most popular learning platform for U.S. K-12 students
Today, Clever has 175+ employees (40% Prod/Eng), and are based in San Francisco, CA and Durham, NC
At \$44M in expected billed revenue 2021, Clever is just scratching the surface of monetization, and is uniquely positioned to win the biggest opportunities in education today
Clever has released a new messaging experience to bring parents onto the platform.
For the first time, parents can download the Clever app onto their Android and iOS devices and stay in touch with teachers while on-the-go!
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