The 2023 UNESCO GEM Report emphasised the critical role of research in the EdTech sector. It pointed out a significant gap in the industry: the lack of systematic evidence proving the impact of educational technology products on student learning outcomes. The report called for greater investment in research to assess the suitability and effectiveness of EdTech solutions.
GraphoGame’s impact in Iceland
GraphoGame’s success in Iceland is a testament to how evidence-based approaches can achieve meaningful results. Thanks to the collaboration between Icelandic and Finnish academic research institutions, GraphoGame’s effectiveness has been rigorously tested and proven. Over 20% of Iceland’s entire population has already downloaded and used GraphoGame’s literacy tools, with 88% of students showing significant improvement in their reading skills after just six months of using the platform.
This academic partnership has provided insights into GraphoGame’s effectiveness and highlighted the importance of data-driven, localised education solutions. GraphoGame has become an integral part of the national effort to raise literacy standards by aligning the platform with the specific needs of Icelandic students.
Key findings from the study
The results clearly demonstrated that GraphoGame significantly improved early literacy skills:
- Letter-sound awareness: The GraphoGame group improved their letter-sound recognition by 143% more than the control group.
- Word reading: Students who initially struggled the most with reading improved 64% more compared to those in the control group.
- Phonemic awareness & writing: The GraphoGame group showed stronger progress in phonological awareness and spelling, particularly among students who had difficulties at the start of the study.
- Engagement & motivation: Boys, who are often less engaged in reading activities, played longer than the recommended 15 minutes per day, suggesting that the game provided strong motivation for literacy learning.
These findings are consistent with previous research from other countries, confirming that GraphoGame is an effective tool for supporting early reading skills.
Next steps: dynamic assessment and timely interventions
Building on this success, we are now expanding our work into the field of dynamic assessment. Dynamic assessment allows educators to interactively assess students while also offering targeted and data-based interventions without the student being examined. We have already implemented this approach in Norway, France, and the UK, which has proven effective in enhancing the learning experience.
It is crucial that teachers have real-time insights into the reading acquisition process. This will enable them to make timely interventions and ensure that no child is left behind. By combining cutting-edge technology with research-based pedagogy, we aim to equip educators with the tools they need to support every child on their journey to literacy.
Reading is winning.
Mervi Palander,
CEO, GraphoGame



