Recognition of the importance of evidence-based technological tools that provide personalized learning opportunities is growing. This paper reports on a pilot study evaluating GraphoLearn for Standard Indonesian, a digital game environment that trains basic reading skills by extensive-but-playful exposure to grapheme–phoneme correspondences. The results obtained from 33 Indonesian first graders show that game progress was found to be a significant predictor of reading and decoding abilities both at the posttest and the 5-month follow-up assessment. Our results additionally indicated a significant interaction effect of game progress and letter–sound knowledge at posttest: Progress in the game was strongly related to reading and decoding flue...
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effec...
Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at g...
The purpose of this study was to find out how Graphogame, a computer-based learning game can be used...
Recognition of the importance of evidence-based technological tools that provide personalized learni...
Recognition of the importance of evidence-based technological tools that provide personalized learni...
Early intervention programs are generally considered the most efficient and beneficial approach to p...
Early intervention programs are generally considered the most efficient and beneficial approach to p...
Learning to read in a language with a transparent orthography is generally quick and easy. To be ab...
Early intervention programs are generally considered the most efficient and beneficial approach to p...
We assessed the Swiss-German version of GraphoLearn, a computer game designed to support reading by ...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
Here, we report further analysis of data drawn from a Randomized Controlled Trial (RCT) run in the U...
This paper provides an overview of the GraphoGame method. Both theoretical and methodological aspect...
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effec...
Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at g...
The purpose of this study was to find out how Graphogame, a computer-based learning game can be used...
Recognition of the importance of evidence-based technological tools that provide personalized learni...
Recognition of the importance of evidence-based technological tools that provide personalized learni...
Early intervention programs are generally considered the most efficient and beneficial approach to p...
Early intervention programs are generally considered the most efficient and beneficial approach to p...
Learning to read in a language with a transparent orthography is generally quick and easy. To be ab...
Early intervention programs are generally considered the most efficient and beneficial approach to p...
We assessed the Swiss-German version of GraphoLearn, a computer game designed to support reading by ...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
Dyslexia is targeted most effectively when (1) interventions are provided preventively, before the o...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
Here, we report further analysis of data drawn from a Randomized Controlled Trial (RCT) run in the U...
This paper provides an overview of the GraphoGame method. Both theoretical and methodological aspect...
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effec...
Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at g...
The purpose of this study was to find out how Graphogame, a computer-based learning game can be used...