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. 2023 Aug 4;14:1142559. doi: 10.3389/fpsyg.2023.1142559

Figure 2.

Figure 2

Graphogame – an example of the classical version of the Finnish game helping in learning the connections between spoken and written language from letters to words. 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 /N/ 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 N-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 ot represent the /N/ sound. For this learner acquiring that /N/ sound is not represented by M-letter has been a real challenge as shown by the red and darker green distributions, which reveal the most of the choices during the first and second fourths of trails (respectively) have ended up to this mistake. The learner has failed to learn to identify the correspondence of the /N/ 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 /N/ sound any more during the last fourth of the trails (no misidentifications during the 9 last of the 34 trials with S as an alternative). For more details, see Lyytinen et al. (2009) and for documentation of the efficiency of the game in supporting learning among at risk children, see e.g. Saine et al. (2011) from which it is modified.