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dc.contributor.authorBorleffs, Elisabeth
dc.contributor.authorGlatz, Toivo K.
dc.contributor.authorDaulay, Debby A.
dc.contributor.authorRichardson, Ulla
dc.contributor.authorZwarts, Frans
dc.contributor.authorMaassen, Ben A. M.
dc.date.accessioned2018-09-25T11:55:30Z
dc.date.available2018-09-25T11:55:30Z
dc.date.issued2018fi
dc.identifier.citationBorleffs, E., Glatz, T. K., Daulay, D. A., Richardson, U., Zwarts, F., & Maassen, B. A. M. (2018). GraphoGame SI : the development of a technology-enhanced literacy learning tool for Standard Indonesian. <em>European Journal of Psychology of Education</em>, 33 (4), 595-613. <a href="https://doi.org/10.1007/s10212-017-0354-9">doi:10.1007/s10212-017-0354-9</a>fi
dc.identifier.otherTUTKAID_75814
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/59657
dc.description.abstractEarly intervention programs are generally considered the most efficient and beneficial approach to providing support to struggling beginning readers. This paper discusses the theoretical background, development, and design of, as well as the first results obtained with, GraphoGame for Standard Indonesian, a technology-enhanced learning environment that trains the basic skills of reading by high but playful exposure to grapheme-phoneme coupling. The results of the pilot study assessing the usability of the program in 69 first-graders show that the more the students with low pre-test phonological skills were exposed to the game, the better their post-test performance on reading and decoding fluency became. Although large-scale, randomized controlled studies are needed to confirm the effectiveness of GraphoGame SI, these promising first results may offer a stepping stone for the development of additional language versions and future systematic comparisons of the method’s results in different languages and populations.fi
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherSpringer Netherlands
dc.relation.ispartofseriesEuropean Journal of Psychology of Education
dc.rightsCC BY 4.0
dc.subject.othertietokoneavusteinen oppiminenfi
dc.subject.otherlukeminenfi
dc.subject.otherlukutaitofi
dc.subject.otherdigitaalinen oppimisympäristöfi
dc.subject.otherGraphoGamefi
dc.subject.othertechnology-enhanced reading supportfi
dc.subject.otherreading acquisitionfi
dc.subject.otherdigital learning environmentfi
dc.subject.otherstandard Indonesianfi
dc.titleGraphoGame SI : the development of a technology-enhanced literacy learning tool for Standard Indonesianfi
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201809134120
dc.contributor.laitosSoveltavan kielentutkimuksen keskusfi
dc.contributor.laitosCentre for Applied Language Studiesen
dc.contributor.oppiaineSoveltava kielitiede
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2018-09-13T12:15:15Z
dc.description.reviewstatuspeerReviewed
dc.format.pagerange595-613
dc.relation.issn0256-2928
dc.relation.numberinseries4
dc.relation.volume33
dc.type.versionacceptedVersion
dc.rights.copyright© The Authors, 2017
dc.rights.accesslevelopenAccessfi
dc.format.contentfulltext
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1007/s10212-017-0354-9


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Except where otherwise noted, this item's license is described as CC BY 4.0