Category Archives: Publications and reports

What Happened to the Edutainment Industry? A Case Study

In the late ‘80s and early ‘90s, some of the best-selling video games included familiar titles such as Where in the World is Carmen Sandiego? and Oregon Trail—products that not only set the standard for video games as educational tools and but also launched an entire industry of consumer products intended to both educate and entertain. Through the success of these titles and numerous others, the “edutainment” industry blossomed and many visionary leaders and reputable companies were innovating in this…

Reading with Young Children: Something Old and Something New?

Followers of the Center’s blog and research initiatives will know that we have been closely following the evolving, but not yet precisely documented transition from print to digital information that is impacting just about everyone these days. Our perspective on this phenomenon is to identify the ways in which digital books, games and other content is shaping household interactions, as well as the types of opportunities children have to learn outside the home—in schools, museums, libraries and the like. Our…

iKeep Learning: Looking at Games in the App Store

When I wrote the first iLearn report in 2009, mainstream news and industry sources were just starting to document the trend of kids and apps, and there was a significant amount of skepticism around whether apps would play an important role in the children’s media landscape.  The original report addressed this doubt by answering the question of whether apps were becoming a significant part of the children’s media landscape.  What we discovered was a resounding yes. It may sound crazy…

TAGS: , , , ,

Food for Thought: Towards a Deeper Dialogue on Print Books, E-books, and Learning

Last month, we released the results of our first QuickStudy on e-books. This report, “Teacher Attitude about Digital Games in the Classroom,” was inspired by the continued growth of e-readers — the Kindles, Nooks, and iPads that are almost ubiquitous now — and the exploding popularity of e-books for children. At the Cooney Center, we study how children’s learning is impacted by the technologies that surround them. There’s no doubt that kids are drawn to digital media — we’ve all…

TAGS: , , , , , , , , ,

Our latest video case study: Digital game DESIGN in the classroom!

We’re thrilled to release the newest addition to the series of video case studies put out by the Joan Ganz Cooney Center, in collaboration with and support from BrainPOP. In this video, Steve Isaacs, a Technology Instructor at William Annin Middle School in Basking Ridge, New Jersey, shares how he integrates video game design and development into his 7th grade curriculum.  Steve’s emphasis on the design process helps students develop essential 21st century skills, while sparking students’ interest and motivation through…

TAGS: , , , , , , ,

COPPA, APPS & A NEW REPORT, OH MY!

When people ask me what I write about, my answer is that I discuss the positive potential of new and emerging forms of media. I fundamentally believe that media has the potential to play a positive role in children’s lives, am obsessed with Sesame Street, and feel honored to work for an organization that is named after a woman who believed that television could make a difference in the lives of children. I tend to stay away from writing about…

TAGS: ,

Generation STEM

Right now, here at the Joan Ganz Cooney Center, we are all about STEM – Science, Technology, Engineering and Math. There are only two weeks left to enter the National STEM Video Game Challenge, which we are proud to present along with our partner E-Line Media. But we’re not the only STEM-centric show in town. February 23, as part of National Engineers Week, was ‘Introduce a Girl to Engineering’ day. US News and World Report has a section devoted to…

TAGS: , ,

iLearn More

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 Center, leading many of our industry initiatives and research projects with a particular focus on consumer trends, informal learning, and mobile devices. When iLearn: A Content Analysis of the iTunes…

TAGS: , , , , ,

Engaging Students and Families in a Digital Age: Lessons for Educators and Practitioners

This article originally appeared in the Harvard Family Research Project’s December issue of the FINE: Family Involvement Network of Educators newsletter. Lori Takeuchi, Director of Research for the Joan Ganz Cooney Center and author of the recent report Families Matter: Engaging Families in a Digital Age, discusses her research on how children use technology across the various settings of their lives, and the implications of her findings for practitioners who work with young children and their families. Children today are…

TAGS: , , ,

Bringing Speech Recognition to Reading Instruction

Marilyn Jager Adams’s report, “Technology for Developing Children’s Language and Literacy: Bringing Speech Recognition to the Classroom,” was released this fall by the Joan Ganz Cooney Center. This commentary was recently published by Education Week.   As everyone who follows such things knows, U.S. students, as a group, do not read very well. Yet, if you are among those who have read about this-indeed, if you are among those who are reading this Commentary, then you (and most of your…

TAGS: , , ,