2021
DOI: 10.3389/fpsyg.2021.566220
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Supporting Acquisition of Spelling Skills in Different Orthographies Using an Empirically Validated Digital Learning Environment

Abstract: 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) technology. This program has been designed and validated to work with early readers of different alphabetic writing systems using repetition and reinforcing connections between spoken and written units. Initially GL was developed and found effective in training children at risk of reading disorders… Show more

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Cited by 13 publications
(10 citation statements)
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“…GraphoLearn (GL; formerly known as GraphoGame), is a globally studied computer-assisted reading intervention which uses systematic phonics to train the connections between spoken and written language (Lyytinen et al, 2009;Lyytinen et al, 2021;. Numerous studies have provided evidence for the explicit training of phonological skills and letter-sound linkages in helping poor readers develop understanding of the alphabetic principle (see Hatcher et al, 1994Hatcher et al, , 2004, even for ELLs (Stuart, 1999).…”
Section: Grapholearnmentioning
confidence: 99%
See 1 more Smart Citation
“…GraphoLearn (GL; formerly known as GraphoGame), is a globally studied computer-assisted reading intervention which uses systematic phonics to train the connections between spoken and written language (Lyytinen et al, 2009;Lyytinen et al, 2021;. Numerous studies have provided evidence for the explicit training of phonological skills and letter-sound linkages in helping poor readers develop understanding of the alphabetic principle (see Hatcher et al, 1994Hatcher et al, , 2004, even for ELLs (Stuart, 1999).…”
Section: Grapholearnmentioning
confidence: 99%
“…GL promotes these skills using adaptive technology, allowing for individualized practice. Implemented in more than 20 countries across various languages, there is a growing evidence base for the use of GL around the globe (Lyytinen et al, 2021;.…”
Section: Grapholearnmentioning
confidence: 99%
“…Mobile learning games have been shown to have significant impacts on language learning. Mobile learning games have gained considerable popularity among young learners in recent years, and many researchers believe that such games can enhance the teaching-learning environment (Yamato, Corrêa, & Martins2017;Chaves et al, 2018;Bhide et al, 2019;Vanbecelaere et al, 2019;Juhani Lyytinen, Semrud-Clikeman, Pugh & Richardson, 2021;Alotaibi, & Alharbi,2022;Amorim et al, 2022). According to Johnson et al, (2013), mobile learning games significantly promote engagement, creativity, and authentic learning.…”
Section: Literature Review Mobile Learning Gamesmentioning
confidence: 99%
“…Several studies (Yamato et al, 2017;Chaves et al, 2018;& Wijaya, 2018;Juhani et al, 2021;Amorim et al, 2022) have examined the impacts of mobile game use on young learners' orthography skills, and have reported significant performance improvements among learners and positive attitudes towards the use of these games. Yamato et al (2017) designed a mobile game named "AmarganA" to enhance players' knowledge of Portuguese orthography.…”
Section: Mobile Games and Young Learners' Orthography Skillsmentioning
confidence: 99%
“…In addition, the game has shown promise for helping second language readers [120]. Today, GraphoGame is in use by more than 1.5 million children all over the world (please see Lyytinen et al [121] for the most recent summary of global research and use).…”
Section: Prevention and Interventionmentioning
confidence: 99%