Bayesian Modelling of Confusability of Phoneme-Grapheme Connections
Deficiencies in the ability to map letters to sounds are currently considered to be the most likely early signs of dyslexia. This has motivated the use of Literate, a computer game for training this skill, in several Finnish schools and households as a tool in the early prevention of reading disability. In this paper, we present a Bayesian model that uses a student's performance in a game like Literate to infer which phoneme-grapheme connections student currently confuses with each other. This information can be used to adapt the game to a particular student's skills as well as to provide information about the student's learning progress to their parents and teachers. We apply our model to …