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Blog

Transforming learning culture: empowering bilingual learning and inclusive education

GraphoGame, a pioneering literacy solution, plays a transformative role in reshaping the teaching culture, particularly in the context of bilingual learning. This transformation involves adopting new technologies or methodologies and a fundamental shift in how educators perceive and leverage their students’ linguistic diversity and cultural richness. Markku Pelkonen, CCO of GraphoGame, highlights the importance of this shift, emphasising the need for an inclusive, collaborative, and culturally responsive teaching environment.

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Blog

Global leaders unite at the European Commission event on education

Recently, global leaders convened in Brussels at the Global Gateway High-Level Event on Education by the European Union. During the event, organised by the European Commissioner for International Partnerships Jutta Urpilainen to discuss the pressing issues and opportunities in advancing education worldwide. This reflection blog by Laura Koponen, Chair of Graphogame, will open up valuable insights into the discussions, key takeaways, and calls to action from this influential gathering.

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Blog

How to create effective and evidence-based tools for literacy skills

In today’s digital age, educational technology (EdTech) is crucial in enhancing literacy skills among learners of all ages. Creating effective literacy learning tools requires a structured approach incorporating academic research, piloting, Randomized Control Trials (RCT), and continuous development that ensures the latest research in reading science is integrated into product design. This blog will delve into each phase of this process to provide insights into creating impactful and evidence-based literacy learning tools.

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Blog

The link between literacy and mental health: Empowering minds through reading

In today’s fast-paced world, the importance of mental health has gained significant attention. However, one crucial factor often unnoticed in the conversation about mental well-being is literacy. The ability to read and write is not just a fundamental skill but a powerful tool that can significantly influence an individual’s mental health. This blog post Dr. Karine Clay, PhD, of Higher Potential for Learning will explore the profound connection between literacy and mental health and how promoting literacy can lead to a more mentally resilient society.

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Blog

What does evidence-based mean?

In educational technology, particularly regarding tools like GraphoGame, the term “evidence-based” holds significant weight. But what exactly does it mean for an educational tool to be evidence-based, and why is it crucial in learning and development?

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Blog

UNESCO: “We must address challenges in education data”

The recent UNESCO Conference on Education Data and Statistics in Paris shed light on critical challenges facing the education sector, particularly in teacher data.

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Blog

Revolutionising Learning with Data: The Future of Education

GraphoGame is revolutionising how we approach education by leveraging data-driven and evidence-based approaches, making it more inclusive, equitable, and effective for all learners. Read on to learn more about how this journey benefits from data toward a brighter future for education.

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Blog

Elevating Finnish EdTech Companies on the Global Stage

Recently, GraphoGame was recognised with an international ICEIE* certificate for its Efficacy. Before that, it received the UNESCO King Sejong Literacy Prize 2023 and was included in the HolonIQ Nordic Baltic Edtech 50 companies. These acknowledgements nicely add to GraphoGame’s awards list, but are these recognitions essential and why?

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Blog

GraphoGame’s journey to excellence: 
A beacon of trust and Efficacy in EdTech

Recently, GraphoGame was awarded the prestigious ICEIE certificate at BETT2024, affirming its significant impact in the realm of EdTech efficacy. This award signifies a milestone for GraphoGame and illustrates the importance of standardised evaluation in the EdTech sector.

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We bring researchers, educators and game developers together to solve the global challenge of illiteracy. 1 in 5 people cannot read, let's put an end to it.

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