Solution
Read the interview of Mervi Palander, CEO of GraphoGame.
What specific education challenge is this solution trying to resolve?
With over 1.2 billion illiterate people worldwide and 10% of the population facing dyslexia, the need for effective literacy support is more critical than ever. Educators face the challenge of providing adequate assistance in developing essential literacy skills. The consequences of low literacy extend beyond personal struggles, as it impacts society through poor health, increased crime rates, reduced earnings, welfare dependency, and diminished productivity. The correlation between functional literacy and income level as well as the risk of criminal activity highlights the urgency of addressing this issue.
The global pandemic has further exacerbated the literacy crisis, resulting in a significant decline in literacy levels. However, GraphoGame has been actively collaborating with 18 nations and NGO's to combat this issue with remarkable success. Educators and schools are now seeking predictive, data-driven intervention models and comprehensive support to enhance functional literacy.
Where does this solution fit into a global or local (digital) educational landscape?
With the mission to empower and transform the lives of all children through accessible and personalized literacy education, GraphoGame addresses a critical challenge faced by millions worldwide.
In a world where 393 million children and 773 million adults cannot read, GraphoGame offers a scalable and effective solution to bridge this literacy gap. By providing a personalized approach to early literacy, the game helps children learn to read through a scientifically proven methodology. Additionally, the predictive data models enable teachers to identify struggling readers early on and intervene proactively to support their progress. With GraphoGame, we are making literacy accessible and achievable for every child, creating a brighter future for generations to come.
How does your solution work, especially for new users?
Children create their own avatar, making the experience uniquely theirs. The game focuses on foundational literacy skills, starting with phonics and gradually progressing to more advanced concepts like blending syllables and reading complex words. This structured approach ensures an effective learning journey.
Children as young as three can independently navigate the game, fostering a sense of autonomy and self-directed learning. The game's flexibility allows access both online and offline, enabling learning from home or school environments.
GraphoGame provides a supportive and interactive platform to develop literacy skills, empowering children to build a strong foundation for reading and writing.
How well-known, popular, or used is the solution in Finland? (To what do you attribute this success?)
In Finland, the solution is used by almost all children in the first grade, i.e., 63,000 children in the age group. 84,000 families downloaded the App during the first month. (Now 105, 000 downloads)
A few years ago, early language teaching was added in the curriculum in Finland, and there were no sufficient teaching materials and no in-service teacher training. Graphogame has provided help with this situation. The use of the Graphogame UK English version in Finland was paid by Partner Visma Corporation.
How safe is it to use this solution?
In the offline version of GraphoGame, we do not collect any personal data from the child, providing a secure experience directly on the device without external data collection.
With the upcoming launch of our SaaS or data service, we strictly follow GDPR guidelines, placing the responsibility of data collection and processing on the school or institution. Data security and privacy are paramount, and we take all necessary measures to protect users' personal information.
Our commitment to safety extends to both offline gameplay and our SaaS or data service, creating a secure environment for children to learn and grow while adhering to data protection regulations.