Learning Objectives
GraphoGame teaches kindergarten, primary and early secondary -aged students the fundamentals of literacy using an evidence-based phonetic approach.

Reading
Last updated: April 8, 2025
GraphoGame teaches kindergarten, primary and early secondary -aged students the fundamentals of literacy using an evidence-based phonetic approach.
Widely adopted in 150 countries
14 languages
Target audience: Educators and teachers, Students, Institutional or administrative staff, Parents or guardians
Early Childhood Education, Primary Education, Lower Secondary Education, Non-formal Education
Full offline functionality
Smartphone, Tablet, Desktop/Laptop, Chromebook
The information presented is provided by the company, and reviewed in good faith. Learning Cabinet is not responsible for inaccurate content.
How this product was evaluated?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).
Grapho Game shows a proven positive impact, backed by at least one experimental study that shows a statistically significant positive impact on the intended learning outcomes.
Different levels of research evidence indicate the reliability of the proof of positive impact. The solutions featured in the Learning Cabinet range from:
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.
An 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.
Analysis 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.
Recommended 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
GraphoGame teaches kindergarten, primary and early secondary -aged students the fundamentals of literacy using an evidence-based phonetic approach.
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.
GraphoGame combines educational theories with cognitive neuroscience to enhance literacy through explicit phonics instruction. Each language version is developed with top research institutions, ensuring alignment with phonological features. The program includes real-time analytics for monitoring student progress and timely interventions. Supported by over 300 peer-reviewed studies, GraphoGame features a gamified interface that adapts to each child’s learning pace, making literacy learning engaging and accessible.
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.
Yes, we have country-specific pricing models on Apple App Store. For example, in India our app costs 1 USD and in Europe 2.99 USD. Our national agreements with governments also include discounts based on economic indicators, such as GDP per capita and Human Development Index.
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.

Evaluated using the Learning Cabinet’s rigorous EdTech for Good Framework to ensure safety, learning impact, scalability, and inclusion for all learners.
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