Read all about it! View our latest press releases here.

Hispanic Families See Benefits in Educational Media But Have Uneven Access to Digital Opportunities

February 18, 2015

Joan Ganz Cooney Center Study Examines Parents’ Perceptions of Media and Releases Report Recommending Actions to Attain Digital Equity  New York, NY, February 18, 2015 – Hispanic families are utilizing some digital tools at rates that rival their middle class white peers, but have fewer opportunities to tap into educational … 

National STEM Video Game Challenge Launches 4th Year with New Partners

October 29, 2014

Annual Competition Invites Students to Design Their Own Video Games to Incite Learning and an Opportunity to Win Prizes   New York, October 29, 2014 – The National STEM Video Game Challenge, presented by E-Line Media, the Joan Ganz Cooney Center at Sesame Workshop and the Smithsonian, opens today for … 

Level up learning: A national survey on teaching with digital games


October 21, 2014

Study Shows Growing Receptivity to Use of Games to Teach and Video Case Studies Feature Innovative Programs New York, NY, October 21, 2014 – Amid a boom in investment and experimentation with educational technologies in U.S. schools, digital games are gaining a strong foothold in the K-8 classroom, as teachers … 

New Website Aims to Help Create The Best Educational Games Yet

February 5, 2014, a new website launched today by the Joan Ganz Cooney Center and the Games and Learning Publishing Council, aims to help make that a less daunting task. By providing coverage of key developments in the educational gaming industry, how games are being integrated into classroom, interviews with top thinkers … 

Learning at Home

Parents Say Most Young Children’s Media Use is Educational, But Use of Learning Media Drops Sharply After Age 4

January 24, 2014

New York, NY, January 24, 2014 – What do parents really think about the educational value of their children’s screen media use? A national survey of more than 1500 parents of children ages 2-10 by The Joan Ganz Cooney Center finds that more than half of parents (57 percent) believe … 

National STEM Video Game Challenge Names Winners of Third Annual Competition

July 9, 2013

New York, NY, July 9, 2013 –The Joan Ganz Cooney Center at Sesame Workshop and E-Line Media today announced the names of 16 middle school and high school students as the winners of the 2013 National STEM Video Game Challenge. The competition aims to motivate interest in science, technology, engineering … 

Council to Study Use of Digital Media by Hispanic-Latino Families

July 2, 2013

National Center for Family Literacy and Joan Ganz Cooney Center Form Aprendiendo Juntos Council LOUISVILLE, Ky.  (July 2, 2013) – The National Center for Family Literacy (NCFL) and the Joan Ganz Cooney Center at Sesame Workshop today announce the formation of the Aprendiendo Juntos (“Learning Together”) Council (AJC). This multi-sector … 

National STEM Video Game Challenge Winner Participates in White House Science Fair

April 26, 2013

Competition Celebrates Achievements of 2012 Winners and Announces Deadline Extension of 2013 Challenge  Washington, DC, April 22, 2013 – One of the winners of the National STEM Video Game Challenge, Gustavo Zacarias of San Antonio was among the select group of students that participated today in the third White House Science Fair, an … 

Game On For The National STEM Video Game Challenge

February 11, 2013

Joan Ganz Cooney Center and E-Line Media Open the Third Annual Competition for Students with New Website New York, February 11, 2013 – The annual National STEM Video Game Challenge, presented by the Joan Ganz Cooney Center at Sesame Workshop and E-Line Media opens today for student submissions of original … 

Games for a Digital Age

Joan Ganz Cooney Center Identifies Rising Digital Games Sector as Possible Solution for Student Engagement Crisis

January 28, 2013

Games for a Digital Age identifies significant barriers for games developers to enter the school market such as the changing policy landscape, a lack of teacher professional development on the uses of technology and a need for low-cost, data rich assessments. Key trends that are favoring game-based innovations include one-to-one computing and “bring-your-own-device” initiatives, adoption of interactive whiteboards, a new focus on personalized learning environments and expanding research on the efficacy of engaging digital games.