Search results for "knowledge."
showing 10 items of 3090 documents
Ambient Play : Larissa Hjorth & Ingrid Richardson. Ambient Play. Cambridge, Massachusetts: The MIT Press, 2020.
2021
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…
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…
Predicting delayed letter name knowledge and its relation to grade 1 reading achievement in children with and without familial risk for dyslexia
2006
The authors examined the developmental trajectories of children's early letter knowledge in relation to measures spanning and encompassing their prior language-related and cognitive measures and environmental factors and their subsequent Grade 1 reading achievement. Letter knowledge was assessed longitudinally at ages 4.5, 5.0, 5.5, and 6.5 years; earlier language skills and environmental factors were assessed at ages 3.5 and 4.5 years; and reading achievement was assessed at the beginning and end of Grade 1. The analyses were conducted on a longitudinal data set involving children with and without familial risk for dyslexia. Emerging from the trajectory analysis of letter knowledge were 3 …
Lukivaikeuksien tunnistaminen ja kuntouttaminen alkuopetusvaiheessa
2014
Embedding Preschool Assessment Methods into Digital Learning Games to Predict Early Reading Skills
2017
The aim of this pilot study was to explore the predictive accuracy of computer-based assessment tasks (embedded within the GraphoLearn digital learning game platform) in identifying slow and normal readers. The results were compared to those obtained from the traditional paper-and-pencil tasks currently used to assess school readiness in Finland. The data were derived from a cohort of preschool-age children (mean age 6.7 years, N = 57) from a town in central Finland. A year later, at the end of first grade, participants were categorized as either slow (n = 11) or normal readers (n = 46) based on their reading scores. Logistic regression analyses indicated that computer tasks were as efficie…
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…
Semantic processing in children with autism spectrum disorder
2021
El presente estudio analizó el procesamiento semántico de un grupo de niños con trastorno del espectro autista (n= 24), con el objetivo principal de averiguar si presentan diferencias en comparación con un grupo de niños con desarrollo típico (n = 24). Para ello, se realizó un análisis del contenido de los ítems del subtest de información del WPPSY-III, estableciendo una serie de categorías en función del tipo de demanda semántica requerida: asociación significante-significado, relación experiencial y conocimiento general. Los resultados obtenidos apoyan la idea de que los niños con autismo realizarían un procesamiento semántico de la información de la misma manera que los niños sin autismo…
Effectuation Logic in Digital Business Model Transformation : Insights from Japanese High-Tech Innovators
2019
Purpose The purpose of this paper is to study how digital business models evolve when entrepreneurs move to new digital platforms and how this evolution is related to effectuation and causation logics. Design/methodology/approach This study applies a multiple case study approach to investigate how digital business models change in small, Japanese high-tech firms providing their innovations through different digital platforms. To investigate digital business models, this study considers the elements that comprise general business models. The case firms were selected based on size, products and transitions from physical to various digital platforms. Semi-structured interviews were conducted …
The Design Towards a Collaborative Subscription Service : The Case of The Finnish Newspaper Industry
2020
The newspaper industry is challenged with its business models. To stabilize revenues, publishers opted for digital subscriptions for generating additional revenue streams. However, digital subscriptions showcase limited success. News aggregator platforms may promise publishers a pool of paying readers. But platform fees and the loss of customer relationships enact barriers among publishers to join. This study proposes a software prototype based on design science research to address the aforementioned shortcomings by deriving design principles for a collaborative subscription service. Building on the strategic alliance, digital platform and business model literature, this research aims to id…