Search results for "GraphoGame"
showing 10 items of 28 documents
Ei, bii, sii – vai jotain ihan muuta? Lukutaidon alkeet vientituotteeksi
2015
Jo yli 200 000 suomalaislasta on saanut tukea lukemaan oppimiseen Ekapelistä, tutkimustietoon pohjautuvasta lukutaidon alkeiden teknologia-avusteisesta oppimisympäristöstä. Ajatus lukutaitoon johdattelevasta tietokonepelistä syntyi jo vuosia sitten Jyväskylän yliopistossa tehdyn dysleksiatutkimuksen yhteydessä. Vaikka Ekapelin ideana olikin alun perin tukea niitä, joille lukemaan oppiminen tuottaa vaikeuksia, peli on havaittu hyväksi kenelle tahansa aloittelevalle lukijalle. Tästä syntyi ajatus tehdä pelistä uusia kieliversioita myös niille lapsille, joille lukutaito on isojen ponnistusten takana esimerkiksi heikon opetuksen, vieraan kielen tai yhteisön epäileväisten asenteiden takia. UNESC…
GraphoLearn SI : Digital learning support for reading difficulties in a transparent orthography
2020
Recognition of the importance of evidence-based technological tools that provide personalized learning opportunities is growing. This paper reports on a pilot study evaluating GraphoLearn for Standard Indonesian, a digital game environment that trains basic reading skills by extensive-but-playful exposure to grapheme–phoneme correspondences. The results obtained from 33 Indonesian first graders show that game progress was found to be a significant predictor of reading and decoding abilities both at the posttest and the 5-month follow-up assessment. Our results additionally indicated a significant interaction effect of game progress and letter–sound knowledge at posttest: Progress in the gam…
Ensuring Sufficient Literacy Practice with Tablet Technology in Zambian Schools
2015
Tablets are a promising mobile device for disseminating e-Learning materials at schools in Africa. E-learning materials can be especially useful for the practice of early literacy skills. Introducing mobile devices to schools can be challenging as teachers are required to make changes to their daily routines and the use of technology can be problematic in overcrowded classrooms. This study aimed to find out the most optimal way of providing GraphoGame literacy intervention via tablets for grade one learners in an urban school environment. The study tested whether GraphoGame mounted on tablets increases initial literacy skills among grade one learners. Three different conditions for providin…
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…
A Culturally Sensitive Approach to Promoting Initial Literacy Development in Africa : Ongoing and Planned Research and Development at the University …
2017
A four-year research and development program at CAPOLSA (the Centre for the Promotion of Literacy in Sub-Saharan Africa) was inspired by widespread dissatisfaction with poor literacy outcomes of mass basic schooling in Zambia and sought to test the generalizability of a scientifically grounded, computer-mediated instructional resource developed in Finland, for effective intervention in an African society where different linguistic and educational conditions obtain. Specific challenges and opportunities posed by the local sociocultural context included the prevalence of multilingualism, the relatively transparent orthographies of local languages, and poor infrastructure of the public school …
A computer‐based Pinyin intervention for disadvantaged children in China : Effects on Pinyin skills, phonological awareness, and character reading
2020
Pinyin is an alphabetic script that denotes pronunciations of Chinese characters. Studies have shown that Pinyin instruction enhances both phonological awareness (e.g., Shu et al., Developmental Science, 2008, 11, 171–181) and character reading (e.g., Lin et al., Psychological Science, 2010, 21, 1117–1122) in Chinese children. In the present study, we provided a 3‐week Pinyin intervention with a computer‐based Pinyin GraphoGame to disadvantaged migrant children with poor Pinyin skills. A total of 252 first graders who were children of migrant workers in a large Chinese city were assessed to identify poor Pinyin readers. Fifty‐six 7‐year‐old children with poor Pinyin skills were selected and…
Effects of the Portuguese Graphogame on reading, spelling, and phonological awareness in second graders struggling to read
2020
The interest in computer-assisted interventions to promote literacy has increased over the years. In this study, we developed the Portuguese version of the GraphoGame Fluent and tested its effects on reading, spelling, and phonological awareness. Second graders struggling to read were randomly assigned to two groups: GraphoGame Fluent group (n = 15), which received a computer-assisted remedial reading intervention, or GraphoGame Math group (n = 15), which received a computer-assisted numeracy intervention. An additional, non-playing group, composed by second graders without reading difficulties, was formed (business-as-usual group, n = 15). Results showed clear benefits of GraphoGame on spe…
GraphoGame SI: the development of a technology-enhanced literacy learning tool for Standard Indonesian
2018
Early intervention programs are generally considered the most efficient and beneficial approach to providing support to struggling beginning readers. This paper discusses the theoretical background, development, and design of, as well as the first results obtained with, GraphoGame for Standard Indonesian, a technology-enhanced learning environment that trains the basic skills of reading by high but playful exposure to grapheme-phoneme coupling. The results of the pilot study assessing the usability of the program in 69 first-graders show that the more the students with low pre-test phonological skills were exposed to the game, the better their post-test performance on reading and decoding f…
Mobile solution for better reading instruction in rural Africa
2015
GraphoGame Teacher Training Service is a mobile-based solution for providing teachers with scientifically validated pedagogical training in literacy instruction. In many African countries teachers currently have insufficient knowledge to teach literacy in local languages and learning materials are scarce, especially for children with learning difficulties. As part of the GraphoWorld network, CAPOLSA/University of Zambia is developing new mobile-based method for providing in-service training for teachers in literacy instruction and assisting children with learning difficulties. GraphoGame Teacher Training Service was piloted in October 2014 in rural Zambia. An orientative workshop was given …
Digitaalinen oppimisympäristö vähäosaisten chileläislasten lukutaidon perusteiden tukena
2016
Tutkimuksen tarkoituksena oli selvittää, tukeeko kirjain-äännevastaavuuksiin perustuva, digitaalinen GraphoGameTM lukutaidon perusteiden oppimista tehokkaasti espanjan kielessä lukutaidottomilla 1.luokan vähäosaisilla oppilailla Araucaníassa, Chilessä. Tutkimukseen valittiin viiden vähäosaisen koulun, 122 keskimäärin 6 v 4 kk ikäistä oppilasta, jotka satunnaistettiin interventio- (N=58) ja kontrolliryhmiin (N=64). Interventio alkoi keskimäärin 6 v ja 7 kk:n iässä. Interventioryhmäläiset pelasivat 1.lk:n loppupuoliskolla 4 kuukauden jakson aikana aktiivisesti kunnes oppivat lukemaan, tai vähintään 360 minuuttia. Suunniteltu peliaika oli koulusta riippuen kahdesta nelj…