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GraphoGAME: ICT-Enabled Game is Improving Literacy in Low-Income Countries

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Remember “Hooked on Phonics“?  The famous infomercials from the 90’s that promised an educational video series could improve children’s reading scores through phonic-based learning methods?

GraphoGAME, a digital-based phonics learning game developed in Finland, is proving to be just as effective for children in low-income countries and as easily accessible through an array of ICT devices.  Developed at the Agora Human Technology Center of the University of Jyväskylä in collaboration with the Niilo Mäki Institute, the game has already been developed in numerous languages — Bantu Languages in Africa, English, Spanish, Chinese, Arabic, Hindi, etc. — to improve literacy where access to sources of high-quality education is limited.

GraphoGAME promotes literacy development by teaching children to form letter-sound associations instead of simply memorizing letter symbols and names.  By using fun and entertaining activities, the child becomes engaged and progresses as the game becomes increasingly difficult according to their progress.  It starts by introducing basic sounds and gradually progresses to complicated sound combinations.

The research team and developers didn’t design GraphoGAME to replace the role of teachers in literacy learning, but instead promote its value as a powerful learning aid when placed in an educational setting where there are challenges to literacy development.  For example, it would be a valuable resource in classrooms where teachers use rote learning — often considered a barrier to meaningful learning and is pervasive throughout the developing world.

The idea for GraphoGAME was introduced in the early 1990’s after Finnish researcher, Heikki Lyytinen, conducted a series of studies on children with dyslexia to identify predictors that could anticipate problems in literacy education.  Using these findings and with funding from the Finnish Ministry of Education and Culture, the research team developed the first version of the educational game for children in Finland, and in 2011 expanded the project to address illiteracy in other countries.

Image from GraphoGAME

To support the expansion, the GraphoGAME developers created a larger project called the Grapho Learning Initiative which is divided into four focus areas: GraphoGAME, GraphoWORLD, GraphoREAD, and GraphoLEARN.

GraphoWORLD is a network of university professors and researchers from around the world who are working together to develop non-commercial technologies to improve literacy.  In order to address each country’s unique orthography (system of spelling) and general learning environment, researchers conduct studies and assessments to support the effictiveness of GraphoGAME within that particular country.

GraphoREAD is a promising research project on eReading platforms and the business models to support them within low-income countries. This is a valuable addition to the GraphoGAME project and the research team is working to ensure that high-quality reading materials are made available for children developing literacy skills.

GraphoLEARN is an entity that will be created after the GraphoREAD research is completed and analysed to support the production of the learning materials identified in the research.

There are a number of videos online that can offer a brief introduction to the format of the games and the educational philosophy behind them.  You can also go to the GraphoGAME website to try some of the games yourself.

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