Check out what the Cooney Center staff are covering in the realm of digital kids’ learning. Do you have an idea you’d like to see covered? Let us know!

Photo by Chris Enns/flickr

Moving Beyond the Screen Time Debate: The Road Out of the Digital Wild West

by Michael H. Levine, Ph.D.
October 21, 2016

Today’s announcement by the American Academy of Pediatrics and the joint statement of the U.S. Department of Education and the U.S. Department of Health and Human Services on “media use and young minds” is a timely response to a hot debate in parenting and early childhood circles: When and how … 

Photo via Digital Trends

Who Plays Which Games? And What Does That Say About Our Culture?

by Jordan Shapiro
October 20, 2016

The Joan Ganz Cooney Center’s newest Digital Games and Family Life infographic looks at the game genres and titles that kids and their families play. Not surprisingly, there seems to be a generational gap. There is also a curious gender distinction. When it comes to age, puzzle/strategy games, first person … 


Digital Games and Family Life: The Games Families Play

by Administrator
October 20, 2016

As part of our Families and Media Project, the Joan Ganz Cooney Center conducted a survey of nearly 700 parents whose 4-13-year old children play video games. We are pleased to present this data as a series of infographics, each featuring a particular facet of video games and family life. Here, … 


Announcing a Tap, Click, Read Toolkit to Promote Early Literacy in a World of Screens

by Lisa Guernsey
October 3, 2016

Over the past several years, New America and the Joan Ganz Cooney Center at Sesame Workshop have become known for our book Tap, Click, Read and for our joint research and analysis on how digital technologies could be used to improve, instead of impede, early literacy.  Now our two organizations … 


What Happens When Storytime is Over?

by Claudia Haines and Cen Campbell
September 19, 2016

This month we’re kicking off a series of posts on media mentorship, a term coined by Lisa Guernsey in 2014. We’re thrilled to have Claudia Haines and Cen Campbell, authors of the recently released Becoming a Media Mentor: A Guide for Working with Children and Families, share their expertise as … 


Understanding Digital Games and Family Life

by Administrator
September 13, 2016

Once a novelty restricted to arcades, video games have become a deeply embedded part of our lives. As digital game platforms have become increasingly more affordable and more accessible over the past forty years, it has become clear that games aren’t just fun to play, but can motivate people of … 


Developing Children’s Media with Diversity in Mind

by Kabir Seth
September 8, 2016

Across the children’s media landscape, from movies to video games, diversity and inclusion have been hot topics for discussion throughout 2016. Much of the conversation has focused on the finished product, such as an app or toy and whether it does an effective job in reflecting the diversity of the … 

STEM Video Game Challenge Logo

Celebrating the 5th Annual National STEM Video Game Challenge

by Allison Mishkin
August 31, 2016

Submissions for the 2016 National STEM Video Game Challenge closed Monday, August 15 and we’re extremely impressed by the nearly 5,000 students across the United States who registered. As we head into the screening and judging process, we’re excited to share what’s next for the STEM Challenge—and to reflect on … 

A big smile on one of the workshop's attendees as she rolled a perfect score during game testing!

Teaming Up to Support Young Women in STEM

by Sloane Grinspoon
August 17, 2016

Last month, the National STEM Video Game Challenge co-hosted a game design workshop with Black Girls CODE, a non-profit that leads coding and technology workshops for young women of color across the country. More than 50 girls  attended the workshop to learn the basics of game design, teaming up to create both physical … 

The game board for Mansion of Happiness via Prints & Photographs Online Catalog.

Using Games as Primary Sources and Primary Sources as Games

by Allison Mishkin
August 17, 2016

Imagine you were playing a game of Trivial Pursuit and this was your question: What institution has the largest collection of primary sources in the world, a board game on human morality, and now a video game expert? Answer: The Library of Congress Trivial Pursuit was just one of the games featured in our August …