GraphoGame A learning environment for literacy acquisition: On the route to helping compromised readers across the globe

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GraphoGame A learning environment for literacy acquisition: On the route to helping compromised readers across the globe Professor Heikki Lyytinen & the GraphoGame team Please, have a look of the present slides (and some more) from info.graphogame.com 22. Annual meeting of the Society for the Scientific Study of Reading, Hawaii, 17. July, 2015

Globally 780 000 000 people are illiterate Biologic, educational and social problems

Compromised reading skill Biological reasons (% of population)» Global > 5%» Finland > 3% (and other transparent languages) Educational reasons» Global - up to 90% (in developing countries)» Finland 0%

% Correct Development of onword Reading accuracy during 1st Grade (Scottish data up to 2nd grade) 100 80 60 40 Greek Portuguese French Finnish Scottish Spanish 20 0 TP0 TP1 TP2 TP3 TP4 TP5 COST A8 results, 1998

Oikeiden vastausten lukumäärä Oikeiden vastausten lukumääärä The development of reading accuracy (% correct) during the 1. grade in Finland 36 27 100 75 Prosenttia oikein 36 27 100 80 60 Prosenttia oikein 18 50 18 40 9 25 9 20 0 Elokuu +10 vk. Toukokuu +5 week +15 week The average development 0 0 Elokuu +10 vk +5 week 0 Toukokuu +15 week Individual development Aro et al., 2004

The goals of the JLD following children with familial risk for dyslexia from birth to identify (from children at familial risk for dyslexia) precursors of dyslexia predictors of compromised acquisition developmental paths leading to dyslexia The last step: the development of preventive measures

I Screening II Screening III Screening umber of children who have attended the last originally agreed assessment phase in Grade 3 Born at the hospitals of Central Finland during 01.04.93-31.07.96 9368 infants Short questionnaire administered at the maternity clinics 8427 parents Comprehensive questionnaire 3146 parents Assessment of parents reading and spelling skills 410 parents AT-RISK GROUP 117 infants COTROL GROUP 105 infants AT-RISK GROUP 108 children COTROL GROUP 92 children

I grade II grade 108 92 III grade 107 92 1549 108 92 CLASSMATES 2641 VII grade 85 66 VIII grade 101 81 1452 IX grade 88 76 1705 1756 108 107 107 107 107 107 95 96 94 95 93 93 18 month 2 years 2½ years 3½ years 4½ years 5 years 5½ years 107 93 108 107 112 eo- natal 6 month 14 month 96 94 94 6½ years 107 93 AT-RISK GROUP 108 children COTROL GROUP 92 children AT-RISK GROUP COTROL GROUP 20 years 27 16 204 Primary school Secondary school Adulthood School entry at the age of 7 years Data gathering continues

IDETIFYIG & PREDICTIG RISK significant predictors found in the follow-up from birth of children at familial risk for dyslexia (Jyväskylä Longitudinal study of Dyslexia) P Predictors D Differences between groups Age Variable 7 - yrs Reading accuracy & speed D 5 - yrs aming speed P & D 4-6 yrs Phonological manipulation P & D 5-6 yrs Letter knowledge P & D 5 - yrs Verbal memory P & D 3-6 yrs Phonological sensitivity P & D 3-5 yrs Inflectional skills P & D 2-3 yrs Articulation accuracy P 2 yrs Maximum sentence length P & D 6 mth Speech perception P & D Birth ERP to speech sound P & D Lyytinen et al., Annals of Dyslexia, 2004; Dyslexia, 2004; Sage Handbook of Dyslexia, 2008

Expressive language 1.5 y Expressive language 2.5 y At-risk with dyslexia At-risk with O dyslexia Controls with O dyslexia F Power -.26 (.58).03 (.90).05 (.96) 1.49.32.03 (.90) -.05 (.94).09 (.78).44.12 Morphology 5 y -.66 (.89) -.33 (1.17).01 (.99) 4.56*.77 Verbal short-term memory 5 y -.42 (1.04) -.36 (1.08).06 (1.01) 3.88*.70 Verbal short-term memory 6.5 y -.18 (1.26).01 (1.07).11 (.98).83.19 Phonology 5.5 y -.76 (.70) -.31 (1.02).03 (.90) 9.89***.98 Phonology 6.5 y -.61 (.85) -.26 (.97).04 (.89) 6.78**.92 Letter knowledge 5-5.5 y -.91 (.85) -.26 (1.11).15 (.92) 12.28*** 1.00 Letter knowledge 6.5 y -.89 (.91) -.34 (1.20).20 (.82) 13.58*** 1.00 Rapid naming 5.5 y -1.47 (2.02) -.36 (1.48).08 (.87) 13.78*** 1.00 Rapid naming 6.5 y -1.29 (1.52) -.37 (1.71).13 (.86) 13.13*** 1.00

The JLD-follow-up from birth to school age of reading-related development Receptive speech, 2.5 y. Pseudoword repetition, 3.5 y. Phonological skills, 3.5 y. Phonological skills, 4.5 y. Phonological skills, 5.5 y. Rapid naming, 5.5 y. Rapid naming, 6.5 y. Letter knowledge, 3.5 y. Letter knowledge, 4.5 y. Letter knowledge, 5 y. Letter knowledge 5.5 y. IQ, 5 y. Reading composite, 1. gr. Reading composite 2. gr. -3-2 -1 0 1 z-score (mean 0, sd 1) Lyytinen, et al. Scand. J. of Psychology, 2009. Individual profiles of the prediction measures of the JLD children whose reading acquisition was most severely compromised

Important facts about reading acquisition Reading acquisition learning to connect a spoken language to its written forms Written languages (orthographies) vary in terms of how this connection-building can be made Alphabetic orthographies such as Finnish, Spanish and most African languages are consistent at grapheme-phoneme level There are no challenges associated with choosing the items which had to be connected from spoken to written

Predicting reading fluency.55 Letter knowledge 4.5 to 6.6 years.52 Rapid aming 5 to 6.5 years.81 Phonological awareness 1 st Grade, 7.5 years CFI 0.98 TLI0.98 RMSEA.043, SRMR.036.24 Reading fluency 8 th Grade, 15 years.27 Reading accuracy 1 st to 3 rd Grade 7 to 9 years.52 R 2 49.5% chi 112.063 (df82), p.004 200

Graphogame an enjoyable mobile or computer game for learning to read: How it helps at risk children to overcome the fuzziness of the phonemic representations with letters Competitor s results Falling letters Player s results Mouse pointer Correctly chosen letters Player s Competitor catcher Description. In the game (left) the learner is choosing (in its classical version) from the falling balls the corresponding letter of the one s/he hears from headphones. The illustration (right ) shows an example of how results can be followed. Here we follow how // sound (in the centre) which learner has heard in the game more than 100 trials at the moment this picture is printed from the game logs has made him/her to choose incorrect alternative letters (shown with the number of times these have occurred with the correct -letter). The red distributions reveal that the learner has had difficulties in not to choose R and M during the first fourth of such trials, but became able to learn during the last fourth (with green distribution) that e.g.r does not represent the // sound. For this learner acquiring that the // sound is not represented by M-letter has been a real challenge as shown by the red and darker green distributions which reveal that most of the choices during the first and second fourths of trials (respectively) have ended up to this mistake. The learner has failed to learn to identify the correspondence of the // sound during the whole session in trials where M has occurred (7 times) as an alternative. On the other hand s/he has not chosen e.g. S to represent the // sound any more during the last fourth of the trials (no misidentifications during the 9 last of the 34 trials with S as an alternative). For more details, see Lyytinen et al., Scand.J.Psychol., 2009, 50, 668-675 and for documentation of the efficiency of the game in supporting learning among at risk children, see eg. Saine et.al., Child Development, 82,3,1013-1028..

Illustration of the feedback the game provides to teachers about the present status of the differentiation of the phonemic space of the learner at any stage of one s training Illustration developed by Janne Kujala

..continuation of the feedback about learning of different letter-sound connections Illustration of the game developed by Janne Kujala

.. continuation.. Computed to illustrate the actual status of the whole classroom of learners Illustration of the game developed byjanne Kujala

Graphogame as an assessment tool Dynamic assessment: Online follow-up of the results of learning connections between spoken and written items Immediate application of the observed results to guiding the training to bottleneck areas i.e. integrating assessment and intervention as made in the response-to-intervention model with the exception that the cycle of refocussing intervention can happen in seconds

Exemplary learning curves of children at risk showing the time needed for learning the sounds of the letters among Finnish children (726) The cumulative number of the acquired connections between sounds and letters Hours of playing Modelling: Janne Kujala

GG training of <5 hours affects brain HL and UR in collaboration with Swiss colleagues Daniel Brandeis, Sylvia Brehm Pre-Post GG: Children (n15) before and after playing with Graphogame LG-FG, IFG Words-False fonts o difference Condition differences Increased activation in occipito-temporal areas BA18/19 Post-pre interaction between groups playing Graphogame vs Mathgame (same with numbers): p<0.005 Brem et al., PAS, 2010, 107(17), 7939-7944.

Successful preventive practice Massed practice following optimal phonics strategy helps at risk children when started at >6.5y of age >>played >1 x per day in subsequent days until the goal is reached motivated to be used in an as active form as possible motivation to continue is guaranteed by rewarding via experience of success (~80% correct trials) the role of parents: they show they very much like child plays GG See: www.lukimat.fi (where Finnish children play) or graphogame.com for description and demo in English

Challenges Works without complications in consistent (gr><ph) orthographies Warning: may condition the stimulus-response connections too deeply to allow easy relearning of different associations when there are alternative connections. Therefore, only consistent relations can be drilled without any risk of losing the necessary flexibility (alternation of associations) typical of inconsistent orthographies.

An example of the statistical approach to illustrate the problems associated with consistency (or the paucity of it) A mimimun set of single letter-sounds selected to a version of the game list of their sounds present in > 5% of the occurrence of the letter in English text (Cedex databasis, among 17 million words) Letter % of different / all words (exemplary word) i 62.3 24076 3471217 I (in) 19.4 4386 1083446 ai (i) 5.1 2519 283459 (social) l 95.4 22272 2934160 l (all) d 94.4 14990 2844232 d (and) m 100.0 11176 1817206 m (from) b 99.0 7726 1169525 b (be) Computation: J.Kujala

Connection building of written and spoken Alternative approaches: units of English Small unit game: teaches graphemes of the most prototypical vowels, blends of CV and VC digraphs and combines into CVC words etc. Larger unit game: phoneme approach+large rime units, blends learned small set of ph/gr in CV rime units starting from most dense neigbourhoods with consistent spelling etc.

Results of the English Graphogame with Usha Goswami and Fiona Kyle, Cambridge University Reading gains in standard scores (SS) per hour of playing: Phoneme game 0.47 SS points Rime game 0.68 SS points ote: ~0.3 in the most promising earlier interventions (Hatcher et al. 2006) Only rime game elevated significantly the spelling skill Kyle, Goswami et al., Reading Res. Q. 2012, 48, 61-76

Introducing connections between spoken and written in English in the GG

Low cost solution for developing The GG works in low cost tablet and smart phone devices. The mobile games are likely reaching the homes also in Africa within next not so many years. Ministries of Education: training, learning, analytics. countries

Jere-Folotiya, J., et al. (2014). The effect of using a mobile literacy game to improve literacy levels of grade one students in Zambian schools. Educational Technology Research and Development, 62 (4), 417-436. How Graphogame helps in Zambia Controls Teachers informed +children play +also teachers play

Practical facts about the game Available for free to all Finnish children Playing via net with up-to-date information for teachers and parents about learning difficulties Very easy to use children learn within minutes and can use without adults 4-10 hours of playing helps most at risk for dyslexia Works also in Symbian & Android mobile phones Used in Finland via a state procurement (made by the Ministry of Education - at best >20 000 daily users from the age cohort of 60 000)

GraphoGame as a Service Learning Analytics GraphoGame Cloud Dynamic assessment, analysis and adaptation to learners skills. GraphoGame as download and/or online Online learning material, videos, ebooks and guides Teacher training, Classroom and/or GraphoGame Club support. Training Gamelogs Database Big Data

The basic principles of Graphogame development for a new writing system Careful study of the written language environment with local experts for developing appropriate content Evidence based documentation of the efficiency of the game after a new implementation of content for a new context Distribution and use under the responsibility of the local Ministry of Education after research has shown its efficiency in an orthographic environment

Global etwork

Research And Development Partners GraphoWorld etwork of Excellence

Jyväskylä Longitudinal study of Dyslexia (JLD) & Graphogame our tool for the prevention of RDs The Jyväskylä Longitudinal study of Dyslexia (JLD): An intensive follow-up of children at familial risk for dyslexia > JLD 1994- from birth *Timo Ahonen, Mikko Aro, Kenneth Eklund, Jane Erskine, Tomi Guttorm, *Leena Holopainen, Jarmo Hämäläinen, Ritva Ketonen, *Marja-Leena Laakso, Seija Leinonen, *Paavo Leppänen, ^Matti Leiwo, *Marja-Kristiina Lerkkanen, Kaisa Lohvansuu, ^Paula Lyytinen, Anna-Maija Oksanen, Kurt Muller, *Anna-Maija Poikkeus, Anne Puolakanaho, *Ulla Richardson, Paula Salmi, *Asko Tolvanen, *Minna Torppa, Helena Viholainen > Graphogame (in Finland) Ekapeli/Graphogame (ks.www.lukimat.fi; www.graphogame.com): Mikko Aro, Jane Erskine, Riikka Heikkilä, Sini Hintikka (Huemer), Ritva Ketonen, Janne Kujala, Emma Ojanen, Mikko Pitkänen, Miia Ronimus, iina Saine, Ulla Richardson Learning game programmers: Iivo Kapanen, Ville Mönkkönen, Miika Pekkarinen Supported by EU, iilo Mäki Foundation, Academy of Finland, Univ. of Jyväskylä, Tekes, RAY, Ministries of Education & Foreign Affairs Finland, Kela, Finnish Cultural Funds, okia Oy, Kone Oy, Wärtsilä Oy.

For more.., please, Call: +358 50 552 4892 See for Unesco Chair: www.jyu.fi/unescochair Have a look of our research: heikki.lyytinen.info Ask for reprint(s): heikki.lyytinen@psyka.jyu.fi The game pages in Finnish: http://www.lukimat.fi/..in English: http://www.graphogame.com See also info.graphogame.com for the whole approach Open access summary: Human Technology, May 2014 Thank you for attention!