Tag Archives: games

108 result(s)

Going to Austin: Cooney Center Panel Selected for SXSWedu

Today brought some good news as one of our proposed panels was selected as part of the SXSWedu conference slated for next March. The session, “Lost in Translation: Applying the Latest Game Research,” emerged from the 700 submitted ideas to the major education and innovation conference. It’s exciting news for a couple of reasons. First, it is affirmation of one of the major initiatives we are about to launch at the Joan Ganz Cooney Center. We have been working through…

(De)constructing Learning with Toontastic & MinecraftEdu

Educational psychology has long recognized the impact of informal learning in child development. In fact, most educators and psychologists believe that young students learn more from other kids with shared perspectives and experiences than from adults so far removed from childhood. Whether at home, on the playground, or in the classroom, students assimilate, construct, and in-turn teach and reflect on new knowledge better in informal peer communities than more traditional “instructivist” settings. So wouldn’t it be amazing if we could…

Achieving Cognitive Balance

Girls should play more video games. That’s one of the unexpected lessons I take away from a rash of recent studies on the importance of—and the malleability of—spatial skills. First, why spatial skills matter: The ability to mentally manipulate shapes and otherwise understand how the three-dimensional world works turns out to be an important predictor of creative and scholarly achievements, according to research published this month in the journal Psychological Science. The long-term study found that 13-year-olds’ scores on traditional…

Video: Dr. Constance Steinkuehler on Interest Driven Learning

In this video, Dr. Constance Steinkuehler talks about her research on video games and literacy, and how learning skyrockets when students are passionate about the subject matter.   Dr. Steinkuehler is Assistant Professor at the University of Wisconsin-Madison. This video appears courtesy of Edutopia.

iPads – A Tool, Not Alchemy, for Education

The topic of kids and technology is a hot topic again. This would normally be a good thing, if the questions that are being discussed weren’t fundamentally the wrong ones. It is, however, a familiar situation. We are going through a normalization of a new technology, and it will be met in the same way that technology has been met before: with skepticism, doubt and the occasional hint of technophobia. Discussions like these cloud the interesting part—the choices that parents…

Games for Change

The Games for Change Festival is the largest gaming event in New York City and the leading international event uniting “games for change” creators with those interested in accessing the positive social impact of games. The event invites developers, researchers, educators, policy-makers, and anyone interested in the field of games and social impact to engage in a conversation on, and demos of, games for change. This year, the Cooney Center will co-curate a day of events on Games for Learning…

Games & The Common Core: Two Movements That Need Each Other

Recently in one day, I witnessed two expert panels discussing critical issues for our educational system: the first one was on implementing the Common Core for English-language learners, the second was on how games offer an exciting new frontier for student learning and engagement. In the morning, I listened in to an Alliance for Excellent Education panel including Stanford professor Kenji Hakuta and Carrie Heath Phillips, director of Common Core implementation at the Council of Chief State School Officers. That…

The Pedagogical Promise of Transmedia Play

Today we are thrilled to release a new report, T is for Transmedia: Learning through Transmedia Play. This report, which we have co-authored along with Erin Reilly, and which begins with an introduction by Henry Jenkins, is the product of a year-long collaboration between the Cooney Center and the Annenberg Innovation Lab at the University of Southern California. Transmedia is an idea that has evolved over the past decade to describe the complex relationships that exist between media texts, media…

Kodu Game Making as a pathway to STEM Learning

Today we are living in a world where our lives are being shaped in fundamental ways by the products of science and their application in technology. For millions of youth, videogames are a big part of some of their earliest and up-close encounters with advanced technologies that incorporate computer simulations, visualization, communication, and digital art among other things. Playing videogames is gaining increased recognition as a valuable educational activity both within formal (in-school), and informal (out-of-school) settings. Research studies have…

A Sandbox for Learning: SimCityEDU

I’m old enough (or young enough, based on whom you ask) to have fond memories of experimenting with both SimCity 2000 and SimCity 3000, the first two sequels to Will Wright’s popular SimCity game. The ability to design and wreak havoc on my own community offered mixed feelings of power and helplessness that, as a 9-year-old, I would have had few opportunities to experiment with beyond the computer. My mother, an urban planner, would use my city’s pitfalls as a…