Tag Archives: research

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A Year of Deeper Thinking: Jason Yip On His Cooney Center Fellowship

Jason Yip was a Research Fellow here at the Joan Ganz Cooney Center in 2013-14. He is currently a Senior Fellow here as well as an assistant professor at the University of Washington. We asked him to share some highlights from his time here, as well as what he is doing now. Tell us a little bit about some of the activities you worked on while you were a Cooney Center Fellow. Sure, some of the highlights of my time…

A Cooney Center Fellow Reflects on a Dream Come True

How on earth do I describe a dream come true? How do I explain what brought me here, why I sought out this special place? I’ll start with a quote from Fred Rogers: Those of us in children’s television are chosen to be servants. We are chosen to help meet the deeper needs of those who watch and listen, day and night. What he said in 1999 still applies today, and to much more than just children’s television. According to…

Welcome Elisabeth McClure, Cooney Center Research Fellow

We’re pleased to introduce our newest Cooney Center Fellow, Elisabeth McClure.  She has just joined us this month from Georgetown University, where she is completing her PhD in Human Development and Public Policy. Elisabeth’s graduate work was inspired by research about the video deficit effect, which finds that children under two years old learn better from live interaction with people than from video presentations. Her work on video chat with children under two years old included a family media usage…

Four ways to tell if an educational app will actually help your child learn

Imagine someone telling you that a new technology would be available in five years that has the potential to revolutionise childhood and early education. But the downside is that you will have to choose from among 80,000 possible options. This is the problem currently facing many parents. Following the invention of the iPad in 2010, by January 2015 there were 80,000 apps marketed as “educational” in the Apple App Store alone. We recently published a large-scale review of more than…

Designing Media for Underserved Families

A Collaborative Experiment On January 23, 2015, researchers, educators, and digital media professionals spent the day at Stanford’s Hasso Plattner Institute of Design (aka the d.school) to imagine how to better support the needs and interest-driven learning of families with children through digital media. The “Designing Media for Underserved Families” event, funded by the National Science Foundation’s Cyberlearning and Future Learning Technologies program, continued in the cross-sector collaborative spirit of the LIFE Center and the Families and Media consortium, in…

Four Surprises in Scholastic’s National Survey of Children’s Reading

Last week Scholastic released the Kids and Family Reading Report,  its annual survey of children’s reading, and some of the results run counter to conventional wisdom about how much children love electronic books and desire independence. The responses provide hints of nostalgia for cuddling up on the couch turning pages of paper with their parents by their side. Parents responded to the survey via the Web, although the sample of respondents were first identified through random selection and contacted by…

What’s in Store Today: A Snapshot of Kids’ Language and Literacy Apps (Part 1)

Apps for social communication, learning, and play are a prominent part of nearly every family’s life today. Are they having a similar impact on how families and educators help their children learn to read? And if so, what kinds of apps are they using? As part of Seeding Reading: Investing in Children’s Literacy in a Digital Age, the Joan Ganz Cooney Center and New America are analyzing the app marketplace to answer these questions. In 2012, we conducted a baseline…

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

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 For A Digital Age,” made the distinction between “short-form” and “long-form” learning games. Short-form games are designed to be played during a single class period. “They focus on a particular…

Benefits of Gaming: What Research Shows

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 — and it’s mostly based around fear. News stories abound: games make kids hyper, violent, stupid, anti-social. It’s not only that people are generally wary of the unfamiliar, we also live…

Psychology of Research in Mathematics Education (PME)

Mathematics Education at the Edge provides opportunities to highlight and examine mathematics education research that is: 1) breaking new ground or on the cutting edge of innovative research and research methodologies; and 2) exploring issues with groups that are often positioned at the edge or periphery of educational research such as social justice, peace education, equity, and Indigenous education. This year’s conference takes place in Vancouver, British Columbia. For more information, please visit the PME website.