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.

 

Games and Learning Publishing Council

Games and Learning Publishing Council: Analyzing a Rising Sector

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.  

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, will utilize the potential of video games to improve students’ STEM abilities. The Gut Sense team aims to create a video game for children ages … 

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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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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 … 

E-Book QuickStudy at New York Hall of Science

QuickStudies

QuickStudies are informal field explorations of learning around digital media. New forms of digital media are hitting the market and entering homes at a faster rate than academic researchers can study them. By the time studies are completed and findings are published, these media may already be yesterday’s news. As … 

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2010 Cooney Center Prizes for Innovation in Children’s Media

The goals of the Cooney Center Prizes for Innovation are to identify, inspire, nurture, and scale breakthrough ideas in children’s digital media and learning. The program will annually award cash prizes and provide ongoing business planning support and mentorship to a new generation of children’s media entrepreneurs and visionaries. Prize … 

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The Global Schoolhouse Project

Which digital curricula and literacy elements will help define the “classroom” of tomorrow for elementary school kids? Working closely with leaders from internationally themed schools, principals, and curricular experts, the Center is reviewing educational media materials, websites, and game content that focus on reading, writing, second language acquisition, and global … 

Story Visit

Story Visit

The Cooney Center Sesame Workshop, and Nokia Research Center have formed a research collaboration to explore ways in which mobile media can support family communication and literacy. Dr. Glenda Revelle, a Senior Fellow at the Cooney Center is the recipient of the Center’s first Nokia-funded research fellowship. The first key … 

Intergenerational Play and Literacy Learning

Intergenerational Play and Literacy Learning

Forty years of Sesame Street research has consistently demonstrated greater learning benefits when children co-view an educational television program, compared to viewing alone. Might benefits also accrue when adults and children use educational games together? Together with its partners, the Game Innovation Lab at the University of Southern California, and …