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The Cooney Center concentrates its programs on three core thematic areas: Games and Learning, Learning Together, and Literacy by 10.  Learn more about our projects here.

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Digital Games and Family Life

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 … 

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Spotlight on Hispanic-Latino Families and Digital Media

The Joan Ganz Cooney Center has always been interested in how children—especially those who are struggling—learn across both formal and informal environments, whether they are interacting with media on their own or together with teachers, family members, or their peers. In June 2012 we deepened our commitment to learning more … 

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The Families and Media Project

The Families and Media Project (FAM) aims to unearth the potential that media may have for enriching family learning and routines. To accomplish these aims, members of the Families and Media Research Consortium will conduct a series of studies that link large-scale data with in-depth illustrations. Findings will be translated … 

Games and Learning Publishing Council

Games and Learning Publishing Council

Game-based learning has emerged as a promising area of innovation in making rigorous academic content and professional practices more engaging, relevant and effective for America’s youth. Recently the National Academy of Sciences and the Federation of American Scientists have issued statements identifying the potential benefits of more robust experimentation and integration of digital games and simulations in K-12 education.  

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Aprendiendo Juntos Council

The Aprendiendo Juntos (Learning Together) Council is a multi-sector group of researchers, practitioners, media producers, and policy experts who seek to identify new models and practical strategies to improve educational outcomes for Hispanic-Latino families through the wise deployment of digital technologies. The Council utilizes its diverse composition to translate cutting-edge … 

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Fostering STEM Trajectories: Bridging ECE Research, Practice, & Policy

There is a great deal of evidence to support the benefits of offering quality STEM experiences to young learners. But due to a combination of stagnant and vacillating policies, pre-K and primary school classrooms have not yet found the support to implement strong programs. Recent advancements in STEM teaching and … 

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National STEM Video Game Challenge

Inspired by the “Educate to Innovate” campaign, President Obama’s initiative to promote a renewed focus on Science, Technology, Engineering, and Math (STEM) education, the National STEM Video Game Challenge aims to motivate interest in STEM learning among America’s youth by tapping into students’ natural passions for playing and making video … 

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Cooney Center Fellows Program

The Cooney Center Fellows participate in a wide range of projects and, in doing so, develop broad exposure to scholarship, policy, and practice in the field of digital media and learning. This professional development program offers opportunities to: Conduct research on digital media use among elementary school-age children; Publish research … 

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Gut Sense: Using Game-Based Learning to Improve STEM Achievement

The Joan Ganz Cooney Center, in partnership with E-Line Media and an all-star team of game designers and experts in neuroscience, learning, and game publishing, are currently working on utilizing the potential of video games to improve students’ STEM abilities. The aim is to create a video game for children … 

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The New Coviewing: Investigating and Designing for Joint Media Engagement

In the 1980s, communications researchers discovered that children whose parents talk about Sesame Street as they watch learn more from the show. Caregivers who coview with their children can help guide their attention to media features salient for learning. But today, with approximately two-thirds of mothers in the workforce and …