Category Archives: Research

Brothers playing games

Innovate to Educate: Designing Video Games to Teach Math

by Christina Hinton
November 6, 2012

The Cooney Center has just kicked off an exciting multi-sector partnership with experts in neuroscience and learning, seasoned video game designers, and impact game publisher E-line Media to create an innovative video game that teaches fundamental math skills. This "Gut Sense" team brings together some of the world's foremost experts in learning, brain plasticity, and videogames (Daphne Bavelier and Sean Green); number sense and its relation to school math achievement (Justin Halberda); children's media (Michael Levine and Lori Takeuchi); media law (George Rose); designing action videogames (Sean Vesce and Mike Wikan); and publishing of learning games (Mike Angst and Alan Gershenfeld). This all-star cast is poised to create a videogame for children ages 7-11 that develops the brain's numerical intuitions.  

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Toontastic

Pilot Study: Creative Play With Toontastic

by Andy Russell and Alicia Chang
October 4, 2012

At Launchpad Toys, we’re working to inspire creativity in children through play with digital toys and tools like our flagship storytelling app, Toontastic. As tablet usage in young children increases year after year (NPD showed 13% growth between 2011 and 2012), it has become more important than ever to provide … 







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No More Reading Wars! Getting Ahead of the Transition From Print to Digital Books

by Michael Levine
May 30, 2012

This piece originally appeared in the Huffington Post on May 29, 2012. When it comes to learning to read well, the U.S. is locked in a stubborn cycle of conflict. Recall the infamous “reading wars” of the 1980’s and 90’s between advocates of phonics and those of the whole language … 







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Take a Survey About Reading with Your Child

by Cooney Center Team
April 19, 2012

Are you the parent or guardian of a child between 2 and 6 years of age? If so, you are eligible to take a survey about children’s books, sponsored by the Joan Ganz Cooney Center at Sesame Workshop. Parents who complete the survey will have a chance to win a … 







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Cooney Center Fellows Program Application

by Lori Takeuchi, Ph.D.
February 1, 2012

The Cooney Center Fellows Program encourages research, innovation, and dissemination to promote children’s learning. Fellows participate in a wide range of projects and, in doing so, develop broad exposure to scholarship, policy, and practice in the field of digital media and learning. This professional development program offers opportunities to:  – … 







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iLearn More

by Carly Shuler
January 13, 2012

Carly Shuler is a researcher, developer, and author in the children’s media and toy industry. As our inaugural Fellow, Carly has researched and authored a number of Cooney Center reports, including D is for Digital, iLearn and Pockets of Potential. Since her fellowship, Carly has continued her work with the … 







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Cynthia Chong

A Matter of App: A New Website Rating Kids’ Apps

by Cynthia Chong
January 10, 2012

Cynthia Chong is an educational media researcher whose research focuses on how the design of educational media can affect young children’s learning and the way they interact with them, as well as how parents and teachers use these technologies to teach. She recently began reviewing educational apps for 3- to … 







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Rebecca Herr Stephenson

Introducing the Cooney Center/Annenberg Innovation Lab Collaboration

by Becky Herr-Stephenson, PhD
January 4, 2012

You’ve likely heard the saying “two heads are better than one” used in support of collaboration. Besides the increase in brainpower, the availability of different perspectives and experiences also contributes to the value of working together. On Sesame Street, this adage is embodied by the Two-Headed Monster, who literally puts … 







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Child playing with an iPad

An Empirical Wish-list

by Jennifer Kotler
December 30, 2011

For the second year in a row, the iPad is the most popular item that children are asking for as a holiday gift.  Given that it is the season for making wish-lists, it is in this spirit that I offer my own iPad research wish-list for 2012. The items on … 







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

by Jacob Klein and Gabriel Adauto
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. 

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