Is School a Better Environment than Home for Digital Game-Based Learning? : The Case of GraphoGame
Ronimus, M., & Lyytinen, H. (2015). Is School a Better Environment than Home for Digital Game-Based Learning? : The Case of GraphoGame. Human Technology, 11(2), 123-147. https://doi.org/10.17011/ht/urn.201511113637
Date
2015Copyright
© 2015 Miia Ronimus & Heikki Lyytinen, and the Agora Center, University of Jyväskylä.
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 school showed higher engagement and used it
more frequently than players at home. Although teachers were more involved in the
children’s playing than were parents, only parental involvement was significantly
associated with a child’s engagement during training and the child’s learning outcomes.
Publisher
Jyväskylän Yliopisto; Agora CenterISSN Search the Publication Forum
1795-6889Keywords
Publication in research information system
https://converis.jyu.fi/converis/portal/detail/Publication/25323297
Metadata
Show full item recordCollections
License
Related items
Showing items with similar title or keywords.
-
Book review: Shaules, Joseph (2015). The Intercultural Mind : Connecting Culture, Cognition, and Global Living
Crawford, Barbara; Simons, George F. (Jyväskylän Yliopisto; Agora Center, 2015) -
Dynamic assessment of the effectiveness of digital game-based literacy training in beginning readers : a cluster randomised controlled trial
Glatz, Toivo; Tops, Wim; Borleffs, Elisabeth; Richardson, Ulla; Maurits, Natasha; Desoete, Annemie; Maassen, Ben (PeerJ, Ltd., 2023)In this article, we report on a study evaluating the effectiveness of a digital game-based learning (DGBL) tool for beginning readers of Dutch, employing active (math game) and passive (no game) control conditions. This ... -
GraphoGame – a catalyst for multi-level promotion of literacy in diverse contexts
Ojanen, Emma; Ronimus, Miia; Ahonen, Timo; Chansa-Kabali, Tamara; February, Pamela; Jere-Folotiya, Jacqueline; Kauppinen, Karri-Pekka; Ketonen, Ritva; Ngorosho, Damaris; Pitkänen, Mikko; Puhakka, Carol Suzanne; Sampa, Francis; Walubita, Gabriel; Yalukanda, Christopher; Pugh, Ken; Richardson, Ulla; Serpell, Robert; Lyytinen, Heikki (Frontiers Research Foundation, 2015)GraphoGame (GG) is originally a technology-based intervention method for supporting children with reading difficulties. It is now known that children who face problems in reading acquisition have difficulties in learning ... -
GraphoLearn SI : Digital learning support for reading difficulties in a transparent orthography
Borleffs, Elisabeth; Zwarts, Frans; Siregar, Ade R.; Maassen, Ben A. M. (Jyväskylän Yliopisto, 2020)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 ... -
Supporting Acquisition of Spelling Skills in Different Orthographies Using an Empirically Validated Digital Learning Environment
Lyytinen, Heikki Juhani; Semrud-Clikeman, Margaret; Li, Hong; Pugh, Kenneth; Richardson, Ulla (Frontiers Media SA, 2021)This paper discusses how the association learning principle works for supporting acquisition of basic spelling and reading skills using digital game-based learning environment with the Finland-based GraphoLearn (GL) ...