Search results for "GraphoGame"
showing 8 items of 28 documents
Miten tunnistat lapsen joka tarvitsee apua saavuttaakseen peruslukutaidon ja miten tuen häntä?
2015
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…
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…
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…
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…
Teaching and learning to read in Afrikaans : teacher competence and computer-assisted support
2018
This thesis is in the form of a monograph consisting of three distinct, but related studies. The three studies examined Grade 1 teachers’ knowledge and perceptions of reading instruction in classrooms in Namibia; and the use of GraphoGame in Afrikaans as a digital learning tool and as an intervention tool for struggling readers. Three data sets were collected: teachers (N = 132), children (N = 202) and struggling readers (N = 19). The results offered three main findings. First, the results revealed that teachers lacked basic knowledge regarding language and reading instruction. Second, the effect of using the GraphoGame Afrikaans digital reading tool in the classroom showed that the gain sc…
Neurocognitive Predictors of Response to Intervention With GraphoGame Rime
2021
This study explores the neurocognitive predictors of response to intervention with GraphoGame Rime, an adaptive software game designed to aid the learning of English phonics. A cohort of 398 children (aged 6 – 7 years) who had participated in a recent Randomized Controlled Trial (RCT) of GraphoGame Rime in the United Kingdom were studied. Half were randomly assigned to play GraphoGame Rime (GG Rime) and the other half were assigned to Business As Usual (BAU). A series of pretests were given prior to the intervention to all participants, designed to measure phonological awareness skills, executive function (EF) skills and the ability to synchronise finger tapping to a rhythmic beat. Finger t…