Data shows a positive change towards learning outcomes.
There is causality between this product and a positive impact on improved learning outcomes (e.g., a control or comparison group).
There are one or more independent evaluations that confirm these conclusions.
Reading

GraphoGame
GraphoGame is a research-based literacy learning game designed to help children master reading through a proven phonics approach.
Overview
Countries
Base Price
Languages
Evidence
Safety First
Impact on learning
Developed in 1992 by Prof. Heikki Lyytinen, the GraphoGame methodology originated as a dyslexia screening tool. It evolved into a global project involving 30 universities, with over 300 publications and 20 PhDs. Key collaborators include the University of Cambridge, Yale's Haskins Laboratories, and Beijing Normal University. The GraphoGame Research Steering Committee includes experts like Prof. Usha Goswami (Cambridge) and Prof. Elena Grigorenko (Yale).
Both GraphoGame Rime and Phoneme improved reading, spelling, and phonological skills in 6–7-year-olds with reading difficulties. Gains were greater than in the control group and sustained after four months.
Read moreAn RCT of GraphoGame Rime, targeting low-literacy Year 2 students, showed no significant impact on reading or spelling compared to standard support. Teachers found the tool engaging for implementation, but additional progress was not observed.
Read moreAnalysis of GraphoGame Rime RCT data for higher-performing 6–7-year-olds (95 children) showed positive effects for subgroups, including those with Individual Education Plans and younger children, showing targeted benefits in English phonics learning.
Read moreRecommended use
Recommended use for optimal results is 3 times a week up to 15 minutes a session. Students can play simultaneously in a classroom or multiple children can share a device, as each account is personalised. No adult or teacher supervision required. The app is effective without an adult in the room.
Recommended use for optimal results is 3 times a week up to 15 minutes a session. Students can play simultaneously in a classroom or multiple children can share a device, as each account is personalised. No adult or teacher supervision required. The app is effective without an adult in the room.
Target audience
Designed For Children
What is the learning objective of GraphoGame?
GraphoGame teaches kindergarten, primary and early secondary -aged students the fundamentals of literacy using an evidence-based phonetic approach.
Curriculum
- adaptable_to_different_curriculums
Information about curriculum
GraphoGame’s curriculum is based on a phonics-first approach, teaching foundational skills like letter-sound recognition and word decoding, and is adapted for each language in collaboration with researchers (e.g., Cambridge for UK English, Yale for US English). The game’s adaptive design lets children progress individually, introducing complex phonics as they advance. Data insights help teachers track progress and make informed interventions, and each version aligns with national literacy standards for effective literacy development.
Pedagogical design
User Experience
Ready to Reach All
Infrastructure
- Device compatibilitysmartphone, tablet, desktop_laptop, chromebooks
- Designed for low-cost devicesyes
- Environmentweb_based_accessible_via_a_web_browser_without_requiring_installation_on_a_device, device_installable_requires_installation_on_a_device_to_be_used_i_e_a_mobile_or_desktop_app
- Offline availabilityyes_full_functionality
- Integration with 3rd partyeducation_learning_data_tools, single_sign_on_or_other_secure_login_tools, user_data_metrics_platforms, lms_platforms
Support
- Training materialsvideo_tutorials, user_manuals, interactive_guides, webinars, online_courses, live_training
- Training material languagesEnglish, Finnish, French, Greenlandic, Icelandic, NorwegianPortuguese, Spanish, Swedish, ,
- Training material target userseducators_and_teachers, students, institutional_or_administrative_staff, parents_or_guardians
- Technical supportemail_supportlive_chat_supportphone_call_support
Local Adaptability
- Curriculum / educational content can be customizedyes
- Visual / audiovisual content can be customizedyes
- Content can be customizedYes
- Current languagesChinese Traditional, Cinyanja, Dutch, English, Finnish, French, Greenlandic, Icelandic, Indonesian, Norwegian, Portuguese, Spanish, Swahili, Swedish
- Possibility to translate the product to new languageYes
- Current writing systemsChinese, Latin Alphabet
- Licensing information
- the_solution_is_proprietary
Data import/export
- Export data capabilityCSV, JSON, API
- Exportable data typesproduct_usage_data, user_performance_and_progress, assessment_results, usage_statistics
- Import data capabilityuser_data, educational_content
- Automationindividual_upload_onboarding, classroom_or_school_level_upload_by_administrator, large_scale_upload_at_a_ministry_institutional_level
Affordability Card
Pricing Strategy
We have three pricing strategies that are aligned with the markets and regions we work in. Freemium is offered is more challenging economic contexts, where paying for the app or purchasing a subscription is highly unlikely and thus accessibility to literacy content is affected. One-time payments are used for individual GraphoGame app licenses in countries such as Canada, United Kingdom and Finland. Subscriptions are offered to schools and municipalities who want to purchase the GraphoGame app with a server connection and our online teacher analytics platform.
Organization Details
Experience with large projects
- experience_with_nationwide_government_projects
- experience_with_regional_or_state_government_projects
- experience_with_local_government_projects
- experience_in_partnership_models_with_national_institutions
Large implementation example
We launched GraphoGame Iceland in September 2024. In 24 hours, it became the most downloaded app in the country. In 6 weeks, GraphoGame has been downloaded by over 15% of the entire population of Iceland. In Finland, we launched GraphoGame English when English language studies started for all first graders. In only 3 weeks, all of them had started to use GraphoGame. Our market penetration in Norway is about 75% of children who are learning to read. The Analytics Dashboard is gaining popularity in the City of Oslo, which started using it for 3,000 students in September 2024 as our first customer. Expansion steps are being planned and other municipalities have indicated strong interest to deploy as well. In Brazil, the Ministry of Education started a TV campaign to encourage families to download GraphoGame Portuguese. As a result of the campaign, over 2,5 million users downloaded the free version of GraphoGame.
Leave No One Behind
Accessibility of Design
Equity of access & Gender
Get in touch with the organization

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