Tag Archives: learning

40 result(s)

Powerful Ideas About Young Children and Technology: Thoughts from Thought Leaders

by Chip Donohue
October 15, 2019

Let me set the scene. You’ve been invited to a roundtable conversation with 17 international thought leaders working at the intersection of child development, early learning and children’s media. As you look around the table, you see influential early childhood educators, researchers, academics, pediatricians, children’s media producers, advocates and policy … 







A Vision for VR in Classrooms in 10 Years

by Lisa Castaneda
January 9, 2019

Before the Future of Childhood: Immersive Media and Child Development salon took place in November 2018, we invited experts to share their visions about the ways VR and AR might impact childhood 10 years from now. Lisa Castaneda, Co-Founder and CEO of foundry10, shares an optimistic view of VR’s potential … 







New Brochure to Help Families Select—and Use—Children’s Apps Together

by Administrator
March 10, 2017

A few years ago, the Cooney Center released Family Time with Apps and Apps en familia, a guide that shares tips for parents and caregivers on finding and using apps to develop stronger connections and learning opportunities with young children. The original e-book, which is available for free on the iBook store in both English … 







The STEM Challenge at Remake Learning Days

by Heather Mallak
June 9, 2016

The synergy in Pittsburgh that extends across three rivers, regional institutions, learning spaces, and communities in support of local youth was in the spotlight during May 9-15, 2016. Remake Learning Days was a bold vision to bolster over 300 events that took place throughout Western Pennsylvania and West Virginia with … 







Designing for Diverse Families

October 30, 2015

Today, we are thrilled to release the latest publication from the Families and Media Project at an event at the Stanford Graduate School of Education. Diverse Families and Media: Using Research to Inspire Design,  by Amber Levinson, Sinem Siyahhan, Briana Pressey, and Katie Headrick Taylor, is a casebook and design … 







Level Up Learning: A National Survey on Teaching with Digital Games

October 20, 2014

Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom?  In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings … 







From Mars to Minecraft: Teachers Bring the Arcade to the Classroom

by Jordan Shapiro
July 21, 2014

Part 11 of MindShift’s Guide to Games and Learning. Teachers have found many different ways of using digital games in the classroom. But what kind of games are these students playing? And how are teachers incorporating them in the classroom? Last year’s report from the Joan Ganz Cooney Center, “Games … 







Benefits of Gaming: What Research Shows

by Jordan Shapiro
June 20, 2014

Part 7 of MindShift’s Guide to Games and Learning. Games and learning advocates often come up against the video game stigma. Despite the fact that we’ve now seen decades of game play, and that a generation of gamers has grown up without a civilization collapsing, the bad reputation persists — … 







Sandbox Summit 2014

by Administrator
March 24, 2014

Sandbox Summit, an idea forum focused on the intersection of play, learning and technology invites educators, researchers, developers, and innovators of kid-centric media to this annual event at MIT. Presented by MIT’s Comparative Media Studies and Education Arcade, Sandbox Summit@MIT will highlight some of the minds behind – and in … 







Games and Learning Publishing Council

by Catherine Jhee
July 3, 2013

Game-based learning has emerged as a promising area of innovation in making rigorous academic content and professional practices more engaging, relevant and effective for America’s youth. Recently the National Academy of Sciences and the Federation of American Scientists have issued statements identifying the potential benefits of more robust experimentation and integration of digital games and simulations in K-12 education.