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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.issued2018
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. <i>European Journal of Psychology of Education</i>, <i>33</i>(4), 595-613. <a href="https://doi.org/10.1007/s10212-017-0354-9" target="_blank">https://doi.org/10.1007/s10212-017-0354-9</a>
dc.identifier.otherCONVID_27374259
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.otherdigitaalinen oppimisympäristö
dc.subject.otherGraphoGame
dc.subject.othertechnology-enhanced reading support
dc.subject.otherreading acquisition
dc.subject.otherdigital learning environment
dc.subject.otherstandard Indonesian
dc.titleGraphoGame SI : the development of a technology-enhanced literacy learning tool for Standard Indonesian
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201809134120
dc.contributor.laitosSoveltavan kielentutkimuksen keskusfi
dc.contributor.laitosCentre for Applied Language Studiesen
dc.contributor.oppiaineSoveltava kielentutkimusfi
dc.contributor.oppiaineApplied language studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2018-09-13T12:15:15Z
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
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.subject.ysotietokoneavusteinen oppiminen
dc.subject.ysolukutaito
dc.subject.ysolukeminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p7221
jyx.subject.urihttp://www.yso.fi/onto/yso/p11405
jyx.subject.urihttp://www.yso.fi/onto/yso/p11406
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1007/s10212-017-0354-9
dc.type.okmA1


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