Search results for "lukihäiriö"

showing 10 items of 162 documents

Lukemisvaikeuksien ilmeneminen suomalaisilla 3.-6.-luokkalaisilla oppilailla

2007

3.-6.-luokkalaisetdysleksiakoululaisetlukihäiriötoppilaat
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Identification of Reading Difficulties by a Digital Game-Based Assessment Technology

2020

Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers performing below a standard deviation from mean in paper-and-pencil test either in raw scores and grade-normative scores, a large-scale study with first to fourth grade students ( N = 723) was conducted, where GBA was administrated as a group test by tablet devices. Overall, the results indicated that the GBA can be successfully used to identify st…

Computer sciencearviointimenetelmätmedia_common.quotation_subjectreading assessmentEducation03 medical and health sciences0302 clinical medicineReading assessmentHuman–computer interactionReading (process)paper-and-pencil testingEvaluation methodsreading difficultiesReliability (statistics)media_commonEducational game4. Education05 social sciences050301 educationoppimispelitComputer Science ApplicationsIdentification (information)educational gamegame-based assessmentcomputer-based assessmentGame basedlukihäiriöt0503 education030217 neurology & neurosurgery
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Digitaalisesti kiinni nuorten luku- ja oikeinkirjoitustaidon arviointiin toisella asteella

2020

Luku- ja kirjoitustaitoa on seulontavaiheessa perinteisesti arvioitu paperisella arviointivälineellä. Arvioinnin työläys ja verkkopohjaisen lukemisen yleistyminen ovat digitaalisen arviointivälineen kehittämiseen johtaneita syitä. Niilo Mäki Instituutissa tutkimusperustaisesti kehitetty DigiLukiseula tehostaa arviointia toisella asteella, jolloin opiskelijoiden tukemiseen jää enemmän aikaa. Digitaalisuus tuo myös uusia ulottuvuuksia arviointityöhön. DigiLukiseulan käsikirja on luettavissa osoitteessa digilukiseula.nmi.fi. peerReviewed

DigiLukiseulanuoretarviointimenetelmätlukutaitotoisen asteen koulutuskirjoitustaitolukihäiriötarviointi
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Svensklärare och elevernas dyslexi

2010

Tässä tutkielmassa tutkitaan ruotsinopettajien valmiuksia kohdata oppilaita, joilla on dysleksia. Lisäksi tutkielmassa tarkastellaan opettajankoulutuksen mahdollisia vaikutuksia tähän valmiuteen. Tutkielmassa käytetään sekä kvantitatiivisia, että kvalitatiivisia metodeja. Aineistonkeruu suoritettiin kyselylomakkeilla, jotka sisälsivät sekä strukturoituja-, että avoimia kysymyksiä. Strukturoidut kysymykset käsiteltiin kvantitatiivisesti ja avoimet kysymykset kvalitatiivisesti. Kyselyyn osallistui yhteensä 17 vastaajaa. Vastaajat koostuivat opettajista, jotka ovat suorittaneet opettajankoulutuksen auskultoinnin vuosien 1972-2005 välillä. Tulokset osoittivat, että suurimmalla osalla opettajist…

Dysleksialuku- ja kirjoitusvaikeudetyläkouluopettajankoulutuslukihäiriöt
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It's a jungle out there : a material package for supporting students with dyslexia in foreign language classrooms in upper secondary school

2017

Lukivaikeus on yksi yleisimmistä oppimisen vaikeuksista ja koskettaa myös suurta osaa lukiolaisista. Suuressa osassa lukioita ei kuitenkaan tarjota erillistä erityisopetusta, vaan tukimuodot rajoittuvat lukivaikeusdiagnoosin saaneilla lähinnä lisäaikaan kokeissa. Täten vastuu mahdollisen tuen antamisesta on tällä hetkellä aineenopettajalla. Aineenopettajakoulutukseen ei kuitenkaan sisälly kattavaa tietoa oppimisen vaikeuksista, ja siksi olemme koonneet tähän tutkielmaan ja materiaalipakettiin tietoa lukivaikeuden vaikutuksista vieraan kielen opiskeluun. Tämän vuoksi tutkielmamme tarkoituksena on antaa lukion opettajille tiivis katsaus lukivaikeuteen sekä sen ilmenemiseen ja tukemiseen erity…

Dyslexiaupper secondary schoolEFLcurriculumdysleksialukiolukihäiriötopetusenglannin kielioppimateriaaliopetussuunnitelmat
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Resolving reading disability : Childhood predictors and adult-age outcomes

2018

We examined frequency of adult-age reading disability (RD) and its childhood predictors among 48 adults (20 to 39 years) with documented childhood RD, and contrasted their cognitive skills, education, and employment with 37 matched controls. Among individuals with childhood RD, more than half had improved in their reading fluency to the level where the set criterion for adult-age RD was not met anymore. More fluent rapid naming, less severe childhood RD, and multiple support providers in childhood together predicted improvement of reading fluency. More fluent naming differentiated the childhood RD participants whose reading fluency had improved by adult-age from those participants whose RD …

EmploymentMaleReading disabilitylongitudinalmedia_common.quotation_subjectExperimental and Cognitive PsychologypitkittäistutkimusAdult age050105 experimental psychologyEducationDyslexiaFluencyYoung AdultCognitionReading (process)Developmental and Educational Psychologymedicinefollow-upHumans0501 psychology and cognitive sciencesCognitive skillLongitudinal Studiesta515aikuisetmedia_commonWorking memoryVerbal Behavioradult05 social sciencesreading disabilityDyslexia050301 educationGeneral Medicinelapsuusmedicine.diseasepersistence: predictorMemory Short-TermReadingEducation SpecialEducational StatusFemalePsychologylukihäiriöt0503 educationClinical psychologyDyslexia
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What’s in a name : the effect of category labels on teachers’ beliefs.

2019

In this paper, we report an investigation of the possible influence on teachers’ essentialist thinking and efficacy beliefs of category labels used to describe children’s educational difficulties. A 2x2x2 counterbalanced design was employed in which primary school teachers in Finland and the UK were exposed to vignettes that portrayed a child exhibiting difficulties in one of two domains: either behaviour or reading. Vignettes were presented in two versions. In one, the child was labelled as having either ‘ADHD’ or ‘Dyslexia’; in the alternate condition, no such label was ascribed, descriptions were identical in all other respects. Participating teachers were presented with two vignettes, o…

EssentialismlabellingeducationHealth Professions (miscellaneous)behavioral disciplines and activitiesEducationDevelopmental psychologyoppimisvaikeudetessentialismCultural diversitydyslexiamental disordersDevelopmental and Educational PsychologymedicinekäsityksetAttention deficit hyperactivity disorderADHD0501 psychology and cognitive sciencesSelf-efficacy05 social sciencesDyslexia050301 educationteachers’ efficacymedicine.diseaseopettajatPsychologylukihäiriöt0503 education050104 developmental & child psychology
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Supporting struggling readers with digital game-based learning

2019

This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support, or a control group receiving only school-provided support. The intervention took place at the students’ homes and schools under the supervision of their parents and teachers. The results showed that the children who received the GL intervention developed significantly faster in word reading than the control group. Moreover, their reading development w…

GraphoLearn050101 languages & linguisticsReading disabilitymedia_common.quotation_subjectTeaching methodeducationEducationDevelopmental psychologyFluencyoppimisvaikeudetmotivationIntervention (counseling)Reading (process)tietokoneavusteinen oppiminen0501 psychology and cognitive sciencesserious gamemedia_commondigital game-based learning05 social sciencesreading disabilityEducational technology050301 educationSpellingoppimispelitReading comprehensionhyötypelitlukutaitoPsychologylukihäiriöt0503 educationengagement
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A mobile game as a support tool for children with severe difficulties in reading and spelling

2020

We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and GL Spelling, which included additional training in phonological skills and spelling. During the spring of first grade, the children trained with tablet computers which they could carry with them during the six-week intervention. The average exposure time to training was 5 hr 44 min. The results revealed no differences in the development of reading …

GraphoLearnFLUENCYmedia_common.quotation_subjectPHONEMIC AWARENESSINSTRUCTIONGame based learning050105 experimental psychologyomatoimisuuslukeminenEducationmobile learningFluencyoppimisvaikeudetEARLY LITERACYmobiilioppiminenreadingIntervention (counseling)Reading (process)0501 psychology and cognitive sciencesserious gamemedia_commonmobiilipelitSelf-efficacyluetun ymmärtäminenOUTCOMESPhonemic awareness4. EducationDISABILITY05 social sciences050301 educationSELF-EFFICACYSpellingPOOR READERSComputer Science ApplicationslukutaitokirjoitustaitoSKILLS516 Educational sciencesPsychologylukihäiriöt0503 educationMobile deviceself-efficacyINTERVENTIONCognitive psychology
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Game learning analytics for understanding reading skills in transparent writing system

2020

Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into p…

GraphoLearnlearning analyticsletter knowledgeserious gamesoppimisvaikeudethyötypelitComputingMilieux_PERSONALCOMPUTINGtietokoneavusteinen oppiminenreading difficultieslukihäiriötoppimispelit
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