Search results for "GraphoGame"

showing 10 items of 28 documents

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

2015

digital game-based learningoppimisympäristöparental involvementmotivationGraphoGameengagement
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Promoting 21st Century Literacy Education in Zambia

2015

The aim of the project CAPOLSA (Centre for Promotion of Literacy in Sub-Saharan Africa) was to establish a strong literacy centre at the University of Zambia (UNZA). The long-term goal is to have international visibility and impact, specifically in African countries facing similar challenges to Zambia. This literacy training approach is based on the Grapho Learning Initiative and the innovative and efficient digital-based learning game, GraphoGame, that has been developed based on scientific studies led by Professor Heikki Lyytinen at the University of Jyväskylä (JYU). He was the responsible project leader, together with Professor Robert Serpell at UNZA. The project implementation period wa…

educationdigital-based learningZambialiteracyGraphoGameCAPOLSA
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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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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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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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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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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 Jyväskylä 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…

longitudinalFinnishdysleksiaGraphoGamepredictioninterventio
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Suomen Akatemian huippuyksikköpolitiikasta lähtölaukaus maailman parantamiseen

2020

luetun ymmärtäminenEkapelikansainvälinen yhteistyöGraphoGameluetunymmärtäminenherätevastetutkimustiederahoitustutkimusrahoitusoppimispelitAfrikkalukivaikeusSuomitutkimuspolitiikkalukutaitotietokoneavusteinen oppiminenKeskustelualukihäiriötlukemaan oppiminenTiedepolitiikka
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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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Supporting Acquisition of Spelling Skills in Different Orthographies Using an Empirically Validated Digital Learning Environment

2021

This paper discusses how the association learning principle works for supporting acquisition of basic spelling and reading skills using digital game-based learning environment with the Finland-based GraphoLearn (GL) technology. This program has been designed and validated to work with early readers of different alphabetic writing systems using repetition and reinforcing connections between spoken and written units. Initially GL was developed and found effective in training children at risk of reading disorders in Finland. Today GL training has been shown to support learning decoding skills among children independent of whether they face difficulties resulting from educational, social, or bi…

media_common.quotation_subjectlcsh:BF1-990kirjoitusjärjestelmätFace (sociological concept)GraphoGameReview050105 experimental psychologydigital learning gamekielellinen kehitysReading (process)dyslexiakielen omaksuminenmedicineMathematics educationdysleksiaPsychology0501 psychology and cognitive sciencesAssociation (psychology)interventioGeneral Psychologyinterventionmedia_commonorthographyreading acquisitionLearning environment05 social sciencesDyslexia050301 educationoikeinkirjoitusmedicine.diseaseoppimispelitSpellinglcsh:PsychologyWriting systemGraphoLearn technologylukutaitowriting systemlukihäiriötPsychology0503 educationdigitaaliset pelitOrthographyFrontiers in Psychology
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