Search results for "GraphoGame"

showing 10 items of 28 documents

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…

Portuguese GraphoGameLinguistics and LanguageLiterature and Literary Theorymedia_common.quotation_subjectGraphoGameSpellingLanguage and LinguisticsEducationfonologinen tietoisuuskielellinen kehitysPhonological awarenessReading (process)tietokoneavusteinen oppiminenPhonological awarenesskielen oppiminenmedia_commonoikeinkirjoituslanguage.human_languageSpellingLinguisticsoppimispelitComputer-assisted interventionReadinglukutaitolanguagePortuguesePsychologylukihäiriöt
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Suomen Akatemian huippuyksikköpolitiikasta lähtölaukaus maailman parantamiseen

2020

luetun ymmärtäminenEkapelikansainvälinen yhteistyöGraphoGameluetunymmärtäminenherätevastetutkimustiederahoitustutkimusrahoitusoppimispelitAfrikkalukivaikeusSuomitutkimuspolitiikkalukutaitotietokoneavusteinen oppiminenKeskustelualukihäiriötlukemaan oppiminenTiedepolitiikka
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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…

READERSTeaching methodmedia_common.quotation_subjectGraphoGameCHILDRENlukeminenPHONOLOGICAL AWARENESS050105 experimental psychologyEducationBasic skillsFluencyTechnology-enhanced reading supportPhonological awarenessReading (process)tietokoneavusteinen oppiminenDevelopmental and Educational PsychologyMathematics educationQUALITYstandard Indonesian0501 psychology and cognitive sciencestechnology-enhanced reading supportdigitaalinen oppimisympäristömedia_commonPHONEMEreading acquisitionbusiness.industryLearning environment05 social sciencesEducational technology050301 educationUsabilityDigital learning environmentdigital learning environmentREADING ACQUISITIONStandard IndonesianORTHOGRAPHYlukutaitoSKILLSPsychologybusinessINTERVENTION0503 educationDYSLEXIAEuropean Journal of Psychology of Education
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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…

digitaalinen interventioköyhätlukutaitoGraphoGame-oppimispelidigitaalisuuskirjoitusjärjestelmätespanjan kieliChilelukemaan oppimineninterventio
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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 …

Service (systems architecture)EngineeringLiteracy skillreading instructionbusiness.industryrural areasmedia_common.quotation_subjectLearning analyticsZambialiteracyGraphoGameteacher trainingLiteracyInformation and Communications TechnologyIntervention (counseling)Reading (process)ComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationta516businessta515media_commonLiteracy learning2015 IST-Africa Conference
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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…

PinyinGraphoGamelapset (ikäryhmät)kiinan kielimaahanmuuttajatsosioekonominen asemaoppimispelitfonologinen tietoisuusmigrant childrenlukutaitotietokoneavusteinen oppiminenlow-socioeconomic statuskielen oppiminencomputer-based intervention
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Brain-Related Research as a Support Mechanism to Help Learners to Acquire Full Literacy

2023

Possibly some of the most important skills that one can have are those needed to become fully literate. We all wish our children to reach such a goal. Unfortunately, the focus of attention in reading research has been on acquiring readiness to sound out written language, i.e., the basic reading skills. Full literacy is the readiness to learn knowledge by reading. Thus, one has to be able to take two steps to reach full literacy. Indications related to both of these steps can be observe in the brain. This may be easiest when we observe the brain activity of a learner who faces difficulties in taking these steps. In fact, the serious difficulty of taking the first step can be observed soon af…

oppimisympäristöcomprehension gameoppiminenreadingGeneral NeurosciencelukutaitoopetusmenetelmätliteracyGraphoGamedigital learning environmentlukeminen
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Using a phone-based learning tool as an instructional resource for initial literacy learning in rural African families

2020

Background: Despite increased enrolments at primary schools in Zambia, more than half of the children in Grades 1–4 are unable to meet the required minimum standards for literacy. Aim: The study set out to examine the effects of using a phone-based mobile literacy game (Graphogame) to improve literacy skills in children and adults in rural family settings. Setting: The study was conducted in the Katete District, a rural town in the eastern province of Zambia. Methods: Participants were 73 Grade 2 learners (52% boys, mean age 9 years and 48% girls, mean age 10 years) and 37 parents (mean age 36 years). Three literacy tests, measuring letter-sound identification, phonological awareness, spell…

perhe (ilmiöt)early literacy skillslcsh:LC8-6691lcsh:Special aspects of educationmaaseutuyhteisötSambiarural family settingZambiahome literacy environmentgraphogamezambiaoppimispelitlcsh:LB5-3640kotiympäristöAfrikkalcsh:Theory and practice of educationlukutaitokielen oppiminenGraphogameSouth African Journal of Childhood Education
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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…

EkapelilukutaitoGraphoGamekoulutusvienti
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Investigating language acquisition in Zambia : mapping vowel confusion of a, e and i between English and ciNyanja

2014

Abstrakti Sambiassa tehdyt tutkimukset osoittavat, että lukutaito jää saavuttamatta valtaosalta lapsista. Lukutaito alkaa kirjainten ja äänteiden välisen yhteyden ymmärtämisellä. Aiempi heikkojen lukijoiden parissa tehty tutkimus osoittaa sambialaisilla lapsilla olevan vaikeuksia vokaalien a, e ja i kirjain-äänneyhteyksien muodostamisessa englannin kielen vaikutusten vuoksi. Lukutaidon tasolla voi olla vaikutusta tutkimustuloksiin. Tämä tutkimus pyrkii selvittämään vokaalien mahdollista sekoittumista käyttämällä satunnaistettua tavallisista koululaisista koostuvaa otosta. Aineisto kerättiin Lusakan koulualueella tehdyistä lukutaitopeli GraphoGame –tutkimuksista. Ryhmätason ristiintaulukoint…

pelitvowel confusionvokaalitcinyanjan kielilukutaitoSambiaZambiaGraphoGameciNyanja
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