Learning to read with Graphogame, an ethnography in a Peruvian rural school

The purpose of the present ethnographic case study is to examine what happens when the literacy learning software Graphogame, designed in Finland, is introduced in a new and radically different context, that of a poor rural school in the Peruvian Andes. The research attempts to complement the quanti...

Täydet tiedot

Bibliografiset tiedot
Päätekijä: Ecochard, Sidonie
Muut tekijät: Faculty of Education, Kasvatustieteiden tiedekunta, Kasvatustieteiden laitos, Department of Education, University of Jyväskylä, Jyväskylän yliopisto
Aineistotyyppi: Pro gradu
Kieli:eng
Julkaistu: 2015
Aiheet:
Linkit: https://jyx.jyu.fi/handle/123456789/48501