Search results for "GraphoGame"

showing 10 items of 28 documents

Miten tunnistat lapsen joka tarvitsee apua saavuttaakseen peruslukutaidon ja miten tuen häntä?

2015

oppimisvaikeudetEkapelilukutaitodysleksiaGraphoGamelukihäiriöt
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Book review: Shaules, Joseph (2015). The Intercultural Mind : Connecting Culture, Cognition, and Global Living

2015

digital game-based learningoppimisympäristöparental involvementmotivationGraphoGameengagement
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The GraphoGame Method: The Theoretical and Methodological Background of the Technology-Enhanced Learning Environment for Learning to Read

2014

This paper provides an overview of the GraphoGame method. Both theoretical and methodological aspects related to the method are presented. The method’s guiding principles are based on the prevailing theories and experimental research findings on learning and teaching basic reading skills in alphabetic languages, especially from the point of view of a struggling reader. Because the nature of the target language and its relation to its writing system play central roles in the GraphoGame method, this approach requires the method to be flexible in order to be valid for learners of different languages and orthographies. Thus, the aim of the developed technology is to provide an appropriate readi…

letter knowledgeSocial PsychologyGuiding PrinciplesComputer sciencemedia_common.quotation_subjectreading skillGraphoGameReading (process)Mathematics educationLearning to readtechnology-enhanced reading supportmedia_commonorthographylcsh:T58.5-58.64lcsh:Information technologybusiness.industryCommunicationLearning environmentUsabilityPhonologyoikeinkirjoitusLinguisticsHuman-Computer Interactionphonologyeducational gameWriting systembusinessfonologiaOrthographyHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Dyslexia—Early Identification and Prevention: Highlights from the Jyväskylä Longitudinal Study of Dyslexia

2015

Over two decades of Finnish research, monitoring children born with risk for dyslexia has been carried out in the Jyvaskyla Longitudinal Study of Dyslexia (JLD). Two hundred children, half at risk, have been assessed from birth to puberty on hundreds of measures. The aims were to identify measures of prediction of later reading difficulty and to instigate appropriate and earliest diagnosis and intervention. We can identify at-risk children from newborn electroencephalographic brain recordings (Guttorm et al., J Neural Transm 110:1059–1074, 2003). Predictors are also apparent from late-talking infants who have familial background of dyslexia (Lyytinen and Lyytinen, Appl Psycolinguistics 25:3…

Longitudinal studymedia_common.quotation_subjectInterventionGraphoGameDevelopmental psychologyDyslexia03 medical and health sciences0302 clinical medicineDevelopmental NeuroscienceReading (process)Intervention (counseling)Developmental and Educational PsychologymedicineLearning to readDevelopmental Dyslexia (TN Wydell Section Editor)media_common05 social sciencesFinnishDyslexia050301 educationmedicine.diseaseComputer gamePsychiatry and Mental healthIdentification (information)LongitudinalPsychologyPrediction0503 education030217 neurology & neurosurgeryCurrent Developmental Disorders Reports
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GraphoGame – a catalyst for multi-level promotion of literacy in diverse contexts

2015

GraphoGame (GG) is originally a technology-based intervention method for supporting children with reading difficulties. It is now known that children who face problems in reading acquisition have difficulties in learning to differentiate and manipulate speech sounds and consequently, in connecting these sounds to corresponding letters. GG was developed to provide intensive training in matching speech sounds and larger units of speech to their written counterparts. GG has been shown to benefit children with reading difficulties and the game is now available for all Finnish school children for literacy support. Presently millions of children in Africa fail to learn to read despite years of pr…

media_common.quotation_subjectlcsh:BF1-990GAMECHILDRENGraphoGameliteracyLiteracyPromotion (rank)READING-RELATED SKILLSReading (process)Intervention (counseling)Mathematics educationmedicineMethodsPsychologyMobile technologyGeneral Psychologyta515media_commonreading interventionRISKACQUISITION4. EducationLanguages of AfricaDyslexiamedicine.diseaseLinguisticsgame-based learninglcsh:Psychologymobile technologyWriting systemORTHOGRAPHIESSCHOOLlukutaitoAfrica516 Educational sciencesPsychologyDIFFICULTIESINTERVENTIONDYSLEXIAFrontiers in Psychology
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Influence of grade one Zambian teachers and GraphoGame on initial literacy acquisition : Lusaka district

2014

koulutulokkaatteachersEkapeliSambiaZambiaGraphoGameopettajatlukeminenoppimispelitalakouluopetustaitomotivationpersonal theories of teachinglukutaitoopetusmenetelmätliteracy curriculumteaching approachesopettaja-oppilassuhdefirst grade learners
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Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame

2015

This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…

letter knowledgeoppimisympäristöparental involvementSocial Psychologymedia_common.quotation_subjecteducationreading skillGame based learningComputer-Assisted InstructionGraphoGameDevelopmental psychologymotivationReading (process)learning environmentPedagogyta516technology-enhanced reading supportSchool based interventionta515Educational gamemedia_commonorthographydigital game-based learninglcsh:T58.5-58.64lcsh:Information technologyCommunicationPhonologyHuman-Computer Interactioneducational gamephonologySchool environmentPsychologyengagementHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Digital solutions for multilingual learning environments : the case of GraphoGame™ adaptations in Kenya

2015

toinen kieliKikuyutietokoneavusteinen opetusmultilingual learningoppiminenGraphoGameäidinkieliswahilin kieliteacher traininglukeminenopetustaitoAfrikkakouluikäisetkikujun kielimonikielisyysopettajankoulutusKenialapsetreading acquisitionEkapeliGraphoGame-oppimispelikielitaitooikeinkirjoitusopettajatoppimispelitKiswahililukutaitoopetusmenetelmät
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Digital game-based training of early reading skills : overview of the GraphoGame method in a highly transparent orthography / Entrenamiento de habili…

2014

Learning to read in a language with a transparent orthography is generally quick and easy. To be able to read any words, learners need to know how to connect the smallest spoken language units, phonemes, into the written counterparts, graphemes. However, even learning the basic alphabetic principle has proven difficult for some learners. Here we focus on children who struggle to learn to read in Finnish that has a highly transparent orthography. In an attempt to provide efficient early preventative support for such learners, a technologyenhanced learning environment, GraphoGame, was developed. The GraphoGame method focuses on the specific problematic areas of each individual learner using a…

letter knowledgeLearning environmentGraphoGameAlphabetic principlePhonicsResearch findingsLinguisticsdigital learning gameNeed to knowdysleksiaPsychologyreading supportGeneral PsychologyOrthographyta515Spoken languageEstudios de Psicologia
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Players' progression through GraphoGame, an early literacy game: Influence of game design and context of play

2019

Researchers of serious games frequently investigate outcomes of play but overlook the underlying game-design components that drive those outcomes. In this paper, I aim to show how game design and context of play influence progression through GraphoGame, an early-literacy game. This is done by means of two intersecting studies. The first study shows how the game can be represented by a model that explicitly hypothesizes how the interaction between the player and the game drives progression. The second study explores user data generated by first graders (N = 137) who played the game over a period of 25 weeks as part of early literacy instruction. The juxtaposition of these two studies reveals…

serious gamesSocial PsychologyEarly literacyCommunicationComputingMilieux_PERSONALCOMPUTINGContext (language use)GraphoGameliteracy gamesadaptive learning:Teknologi: 500 [VDP]Human-Computer InteractionGame designMathematics educationAdaptive learninggame designPsychology
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