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The Cooney Center catalyzes change by disseminating research that informs the national debate, stimulating investment in effective reforms. It does so through its publications on timely topics, including the landscape of children’s interactive media, mobile learning, and the debates over media multitasking — all of which have received national media attention.

Print Books vs. E-Books

QuickReport: Print Books vs. E-books

Comparing parent-child co-reading on print, basic, and enhanced e-book platforms This QuickReport presents the results of our first QuickStudy exploring parent-child interactions as they read print and digital books together.  We conducted this exploratory study with our SciPlay partners at the New York Hall of Science in Queens, New York … 







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Parent Survey QuickReport

QuickReport: Parent Co-Reading Survey

To follow up on insights revealed in our Print vs. E-books QuickStudy, the Joan Ganz Cooney Center conducted a second QuickStudy to survey parents about reading books with their 2-to-6-year-old children.  In this survey we assessed family ownership of devices on which e-books can be read and included a set … 







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QuickReport: Discovering Kids’ Apps: Do Family Strategies Vary by Income?

by Elisabeth McClure, Sarah Vaala, and Tamara Spiewak Toub

Almost all young children today have access to mobile devices, regardless of family income. So while the question of whether they have access to digital media  is becoming less pressing, researchers are turning their focus to developmentally appropriate use of mobile apps, and to understanding how children gain access to … 







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Getting Over the Slump

Policy Brief: Getting Over the Slump: Innovation Strategies to Promote Children’s Learning

Dr. James Paul Gee, the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University and a leading authority on literacy and the potential of educational games, is working with the Center to develop a new policy framework to use digital technologies and different assessment techniques to avoid … 







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Game Changer cover

Policy Brief: Game Changer: Investing in Digital Play to Advance Children’s Learning and Health

Children as young as 4 are immersed in a new gaming culture, but many parents, educators, and health professionals, concerned over violence, sexual content, and reports of addiction, do not consider games to be a positive force in children’s lives. Game Changer addresses this critique, offering a new framework to … 







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Pioneering Literacy in the Digital Wild West: Empowering Parents and Educators

by Lisa Guernsey, Michael H. Levine, Cynthia Chiong & Maggie Severns

Digital apps designed to teach young children to read are an increasingly large share of the market, but parents and educators have little to no information about whether and how they work. Produced as part of a collaboration between the Campaign for Grade-Level Reading, the New America Foundation, and the … 







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Opportunity for All? Technology and Learning in Lower-Income Families

by Victoria Rideout and Vikki Katz

Recent research on digital media use points to two important gaps in educational opportunity for low-income families with young children. First, there is an access gap. Second, there is what scholars refer to as a participation gap, in which digital resources are not well guided or supported to ensure educational … 







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

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. … 







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Media Multitasking

Meeting Report: The Impacts of Media Multitasking on Childrens Learning & Development

Media multitasking-engaging in more than one media activity at a time — has rapidly become a way of life for American youth, and yet little is known about how this behavior affects their learning and development. To begin to address this gap in knowledge and to frame a coherent research … 







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Market Scan Report: D Is for Digital

Cooney Center Fellow Carly Shuler, an expert in children’s media and the educational toy industry, conducted a scan and analysis of the children’s interactive media environment with a focus on mass marketed products for children aged 3 to 11 that promote learning. The report documents key factors influencing the current … 







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