Learning to read with Graphogame, an ethnography in a Peruvian rural school
The purpose of the present ethnographic case study is to examine what happens when the literacy learning software Graphogame, designed in Finland, is introduced in a new and radically different context, that of a poor rural school in the Peruvian Andes. The research attempts to complement the quantitative approach which has dominated the research on Graphogame. It also aims to take into consideration the unique circumstances and challenges of rural Peru and how they can affect the use and implementation of the software.
I spent two months in the rural school of Quilcas, where nine struggling readers used Graphogame for daily 20 minutes remedial sessions. In this research setting, I conducted observations of the students and interviews of the teachers and school director, and collected photo and video data, as well as drawings from the children. The data was analysed inductively using a thematic analysis method and triangulated to increase validity and reliability.
The field research found the nine participants evolving over the two months away from the predicted usage of Graphogame, preferring instead to use the software collectively and for fun. They also displayed difficulties with the drilling methodology on which the software is based. The teacher was found to undertake a central role in the classroom, and having to build rapport and motivation, provide scaffolding and technical assistance, as well as maintain order. The data collected in relation with the wider rural context of the study suggested that the learning difficulties of the participants related to the background of poverty and exclusion of the children. It also indicated that there are remaining barriers to the implementation of educational technologies in Peru, such as the lack of competence of teachers, the deficient infrastructure and existence of numerous job stresses.
...
Asiasanat
Metadata
Näytä kaikki kuvailutiedotKokoelmat
- Pro gradu -tutkielmat [29564]
Samankaltainen aineisto
Näytetään aineistoja, joilla on samankaltainen nimeke tai asiasanat.
-
Using a phone-based learning tool as an instructional resource for initial literacy learning in rural African families
Nshimbi, Jacob C.; Serpell, Robert; Westerholm, Jari (University of Johannesburg, 2020)Background: Despite increased enrolments at primary schools in Zambia, more than half of the children in Grades 1–4 are unable to meet the required minimum standards for literacy. Aim: The study set out to examine the ... -
Brain-Related Research as a Support Mechanism to Help Learners to Acquire Full Literacy
Lyytinen, Heikki; Louleli, Natalia (MDPI AG, 2023)Possibly some of the most important skills that one can have are those needed to become fully literate. We all wish our children to reach such a goal. Unfortunately, the focus of attention in reading research has been on ... -
Influence of grade one Zambian teachers and GraphoGame on initial literacy acquisition : Lusaka district
Jere-Folotiya, Jacqueline (University of Jyväskylä, 2014) -
A Culturally Sensitive Approach to Promoting Initial Literacy Development in Africa : Ongoing and Planned Research and Development at the University of Zambia’s Centre for Promotion of Literacy in Sub-Saharan Africa (CAPOLSA)
Serpell, Robert; Jere-Folotiya, Jacqueline; Chansa-Kabali, Tamara; Munachaka, Jonathan; Maumbi, Mwanza Nakawala; Yalukanda, Christopher; Sampa, Francis; Lyytinen, Heikki (Springer, 2017)A four-year research and development program at CAPOLSA (the Centre for the Promotion of Literacy in Sub-Saharan Africa) was inspired by widespread dissatisfaction with poor literacy outcomes of mass basic schooling in ... -
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) ...
Ellei toisin mainittu, julkisesti saatavilla olevia JYX-metatietoja (poislukien tiivistelmät) saa vapaasti uudelleenkäyttää CC0-lisenssillä.