More than 5 million downloads
Award-winning learning method
#1 learning app in 6 countries
Mervi Palander, founder.
Illiteracy should not be a problem in 2023, but it is.
It is a global challenge that hinders individuals’ social, economic, and personal development. The inability to read and write limits access to information, job opportunities, and participation in society.
Read more in our blog post where we delve into the issue of illiteracy and its impact on individuals and communities.
The game we have developed produces analytics of childrens decoding & phonics practice, allowing for parents and teachers to quickly react to bottlenecks in their learning.
GraphoGame not only teaches reading, but instills a love for learning. The game mechanic is easy to pick up by kids of any age and experience level.
Through quick repetition, failure, and reaching goals, GraphoGame quickly helps kids advance their reading skills. Read more about how game-based learning is the key in the fight against Illiteracy.
Because it is evidence-based. The game is developed together with leading universities across the world, including University of Cambridge. We are able to call ourselves “the most researched literacy game in the world”.
With over 5 million downloads, we have seen our game already have an effect. Read the blog post to find out more about our success stories in Finland, Jamaica, France and Colombia.
Responsive learning designed for all skill levels – it’s even been proven to help kids with dyslexia and neurodiversity.
Replacing physical materials or specialized equipment, makes it a cost-effective option for schools and individuals around the world.
The UNESCO King Sejong Literacy Prize is a distinguished international accolade that acknowledges outstanding efforts in promoting effective and innovative literacy practices.
We are extremely proud to be honoured with this prize. Read more what it means for our future work: