Tag Archives: games

108 result(s)

Talking About Designing Tech for Well-Being at SXSW 2023

Where were all the influential tech and media companies hanging out in early March? They were all at SXSW 2023— and so was the Cooney Center! We’re back from an amazing few days of hanging out in Austin with innovators who are shaping our future, and are thrilled to share some of our highlights from an incredible few days here. With two panels and a very popular LEGO Play Lounge during the conference’s Design Track, the Cooney Center, in collaboration…

Designing Tech for Kids’ Well-Being at ASU+GSV 2023

What does well-being for children in the digital age look like? A growing movement acknowledges that it’s not enough to worry about technology’s potential harm to children; it is time to be more intentional about designing for positive outcomes. How can we design digital experiences that allow children to learn emotional regulation, develop competence and creativity, feel empowered and self-actualized, and connect with others in a diverse, equitable, and inclusive environment while keeping them safe? We will discuss recent research…

From Surviving To Thriving in A Digital World: A Safer Internet Day Chat

On Safer Internet Day on February 7, 2023, The National Association for Media Literacy Education (NAMLE) and The Joan Ganz Cooney Center at Sesame Workshop hosted a webinar with adult and youth experts to discuss issues around well-being and technology. Michelle Ciulla Lipkin (NAMLE), Elizabeth Milovidov (LEGO), and Michael Preston (Joan Ganz Cooney Center) were joined by teens representing the Headstream Accelerator and #ICanHelp.

Jessica Millstone: Reflections on 15 Years of the Joan Ganz Cooney Center

Jessica Millstone was an Education Fellow from 2011-2014, where she honed her expertise in edtech and game-based learning. I first learned about the Joan Ganz Cooney Center at a pivotal moment in both my life and career. After years of working in K-12 schools and cultural institutions as a technology integration specialist, I had just invested in an advanced master’s degree from Bank Street College of Education and also gave birth to my second child (who is turning 12 next…

Announcing the Winners of the Designing for Digital Thriving Challenge

Building online communities that are healthy, inclusive, and allow people to be their authentic selves online is one of Riot’s core goals. It’s a complicated challenge and one we know we can’t do alone. That’s the inspiration behind our recent partnership with Ubisoft, our commitment to the Fair Play Alliance (FPA), and the Designing for Digital Thriving Challenge with IDEO. Back in October, Riot, IDEO, the FPA, and the Joan Ganz Cooney Center at Sesame Workshop put out a call…

READY, Player Two? Asking parents about their kids and video games today

At a time when young people’s mental health and well-being is of paramount importance, the LEGO Group and NYU are partnering with the Joan Ganz Cooney Center to investigate the relationship between parents, digital play, and children’s wellbeing. Parents, please share your thoughts about your kids and video games by visiting: bit.ly/gamesNYU and earn a chance to win a $100 gift card! For more information, check out the blog post below!    What do parents think about kids and video…

Into the Digital Future: What Black Feminism Can Teach Us About Children’s Media Experiences with Amanda LaTasha Armstrong

Amanda LaTasha Armstrong talks with Jordan and Laura about race, feminism, the digital divide, and the future of EdTech on the #IntotheDigitalFuture podcast.

Into the Digital Future Fostering Healthy Online Communities with Kimberly Voll

Kimberly Voll is a game developer, researcher, and co-founder of the Fair Play Alliance. In this episode, Kimberly joins Laura and Jordan to talk about her earliest experiences with video games, her interest in artificial intelligence, understanding games as social ecosystems, and the challenges of combating toxicity in digital spaces.

Mood Management and Video Games

The following is an excerpt from Gaming SEL: Games as Transformational to School and Emotional Learning by Matthew Farber and appears here courtesy of publisher Peter Lang.   In the early 1980s, video gaming often meant arcades, quick experiences designed to eat kids’ quarters. These games provided quick thrills, little in the way of nuanced emotion. Similarly, film was also fairly basic when introduced at the turn of the 20th century. Famously (at least according to legend), in 1895, the…

Games in the Lives of Today’s Teens

“We used to love playing Xbox all day. That used to be great. But now that it’s all we really do or have to do, they’re always like, ‘Oh, I’m so bored of Xbox. I just wanna do something else.’” (Boy, Age 17 / Pasco County, Florida) Last year the Joan Ganz Cooney Center launched the By/With/For Youth: Inspiring Next Gen Public Media Audiences initiative. Next Gen Public Media aims to “understand the media habits of tweens and teens and…