Orthograph – A multi-sensory learning experience designed to fight dyslexia
At least one in ten children suffers from a reading and spelling disorder (LRS), also known as dyslexia. It has long been known that this disorder has nothing to do with limited intelligence. Nevertheless, LRS is often a great burden for the children and adults affected by it, which can lead to severe depression. The online learning program Orthograph, the basics of which were jointly developed in 2007 by computer scientists from the ETH and neuropsychologists from the University of Zurich, offers itself as a help to overcome or at least mitigate an LRS. With its playful character, it is primarily aimed at school children, but can also be used by adults. The program specifically supports the development of the brain regions that are elementarily important for writing and language. It links letters and words with different sensory stimuli (colours, shapes, sounds). This multisensory approach promotes the storage of new information and makes it easier for the brain to recognize patterns. Since a 2019/20 fundamental redesign of Orthograph, the learning app also includes a reward program called “Theme Park” modelled after popular computer games. This gamification enhances the app’s appeal and helps motivate children to engage in intensive practice.
Comments of the nominators
The online learning program Orthograph convinces with its scientifically underpinned, multi-sensory approach. The successful design and the new gamification approach contribute significantly to the increase in motivation and the impressive learning success that can be demonstrably achieved with this tool. Awards such as the Dyslexia Quality Award and Worlddidac Award speak for themselves.
Comments of the jury
Even though a reading and spelling disorder, which affects around one in ten children, is fortunately no longer associated with the stigmatization that was common until a few decades ago – this weakness is still a burden for the people affected. The online learning program Orthogrpah, which is based on a multisensory approach, has been offering effective remedies in this case for several years. The latest re-design of the app, which has won several professional awards, increases its functionality and also impresses with its contemporary design quality. Particularly noteworthy is the integration of a newly developed game program that promotes motivation to use the tool, especially among young users – a good example of how the principle of gamification can be fruitfully applied to learning.



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