About the Center

Ever since the Joan Ganz Cooney Center opened its doors in 2007, we’ve met a lot of great developers who are producing games for kids. And one piece of advice that they are all looking for is how to get their products funded and distributed as widely as possible– whether the K-12 institutional system, or the App Store.

We’ve been listening, and we want to help. Two years ago, with support from the Bill & Melinda Gates Foundation, we convened the Games and Learning Publishing Council (GLPC), a group of top leaders and key investors in game-based learning. We’ve been digging into key questions: What kind of apps are available in the Education category? What are some lessons learned from the “edutainment” era? How do teachers use games in the classroom?

And we have been working hard to produce a great resource for you. Check out gamesandlearning.org, the new website that aims to provide unbiased coverage of key developments in the educational gaming industry, interviewing top thinkers and producers, and translating the latest learning and market research. The site focuses on market analysis, game development, learning research, classroom opportunities, and funding opportunities for those looking to make the most of this emerging market. You’ll also find a wealth of in-depth information on  the tech and innovation investment marketplace and key education and child development issues like the Common Core State Standards, appropriate marketing practices and COPPA, and what they mean for game developers.

To celebrate our official launch, we are rolling out a series of interviews with leading developers, funders, and scholars this week, including Dan White of Filament Games, Sara DeWitt of PBSKids, and James Paul Gee. Check back often, and follow us on Twitter.

 

Recently posted by this author:

Creating Solutions for Literacy Problems is Not for the Faint of Heart

March 7, 2013

What really matters for early-grade reading? That’s a question we tackled in a recent paper for policy makers and other non-academic audiences, titled “Launching Successful Readers:  The Role of ICT in Early-Grade Literacy Success.”  Our aim was to help guide and frame discussions about how to have more effective investments … 







National Survey and Video Case Studies: Teacher Attitudes about Digital Games in the Classroom

May 5, 2012

Combining the breadth of a national survey with the depth that case studies can provide, the Joan Ganz Cooney Center and BrainPop have used these two research tools to gauge teacher’s attitudes and beliefs about the effect classroom video game use has on student learning, developmental growth and social behavior. … 







The Cooney Center Presents: The New Coviewing

February 14, 2012

Remember the old Bert and Ernie sketch, where Ernie, very interested in the “Man Bites Dog” article, continually reads over Bert’s shoulder? This disrupts the taller Muppet’s attempt to finish coverage of the long-awaited national pigeon show. The sketch ends with Bert suggesting they share the paper, Ernie agreeing and … 







But Are They Really Learning? The First Controlled Study of an iPad Learning App

December 21, 2011

How does one know that an educational experience is actually helping students learn? Our company Motion Math makes educations games for the iPad and iPhone that let kids play with numbers. It's easy for us to think, as we're making our apps, and watching students play them, to believe that learning is happening, especially because we spend a lot of time ensuring that our designs follow good pedagogical and usability principles. However, the history of educational technology is littered with many false promises and disappointing results, most recently given an overview by Matt Richtel of The New York Times. For these reasons, and for our own self-understanding, it's important that we sometimes hold our learning technologies up to scientific scrutiny.