The Cooney Center catalyzes change by disseminating research that informs the national debate, stimulating investment in effective reforms. It does so through its publications on timely topics, including the landscape of children’s interactive media, mobile learning, and the debates over media multitasking — all of which have received national media attention.

Level up learning: A national survey on teaching with digital games

Level Up Learning: A National Survey on Teaching with Digital Games

Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom?  In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings … 

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Learning at Home

Learning at Home: Families’ Educational Media Use in America

by Victoria Rideout

The Joan Ganz Cooney Center has conducted a national survey of more than 1500 parents of children ages 2-10 to find out how much of children’s media time is devoted to educational content, platform by platform, age by age.  Learning at Home: Families’ Educational Media Use in America is the … 

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Comparative Analysis of Teacher Surveys

Comparative Analysis of National Teacher Surveys

As technologies gain an increasingly strong foothold in the classroom, there are more and more surveys seeking to gauge teachers’ interests and attitudes towards integrating devices, software, and tools into their practice. We’ve noticed that while each of the major surveys that have been announced over the past year and … 

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aprendiendo juntos

Aprendiendo Juntos (Learning Together): Synthesis of a cross-sectorial convening on Hispanic-Latino families and digital technologies

In June 2012, the National Center for Family Literacy (NCFL), the Joan Ganz Cooney Center (JGCC) and the National Council of La Raza (NCLR) convened more than 50 of the nation’s leading scholars, practitioners, and policy-makers to discuss the state of our knowledge of the role and implications of digital … 

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T is for Transmedia

T is for Transmedia: Learning through Transmedia Play

by Becky Herr-Stephenson and Meryl Alper with Erin Reilly and introduction by Henry Jenkins

In recent years, transmedia has come into the spotlight among those creating and using media and technology for children.  We believe that transmedia has the potential to be a valuable tool for expanded learning that addresses some of the challenges facing children growing up in the digital age.  Produced by … 

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Games for a Digital Age

Games for a Digital Age: K-12 Market Map and Investment Analysis

by John Richards, Leslie Stebbins and Kurt Moellering

Games for a Digital Age: K-12 Market Map and Investment Analysis includes a sector analysis and market map of game‐based learning initiatives with an analysis of relevant trends in education and digital technology that are likely to impact development of a robust game-based learning market segment. By formulating a new … 

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pioneeringliteracy_cglr_615

Pioneering Literacy in the Digital Wild West: Empowering Parents and Educators

by Lisa Guernsey, Michael H. Levine, Cynthia Chiong & Maggie Stevens

Digital apps designed to teach young children to read are an increasingly large share of the market, but parents and educators have little to no information about whether and how they work. Produced as part of a collaboration between the Campaign for Grade-Level Reading, the New America Foundation, and the … 

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Kids Online

Kids Online: A new research agenda for understanding social networking forums

by Sara Grimes and Deborah Fields

A growing number of kids at increasingly younger ages are engaging in online social networking today-a development that is leading to a surge of news stories, media attention, and economic investment. In this paper, produced with the generous support of Cisco Systems and the Digital Media and Learning Hub at … 

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What in the World Happened to Carmen Sandiego?

What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned

Developers and others in the video game industry often attribute the failure of the “edutainment” industry in the 1990′s either to a lack of market demand or the difficulty of creating great products. In reality neither of these assertions is correct. This case study debunks some of the misconceptions around … 

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Parent Survey QuickReport

QuickReport: Parent Co-Reading Survey

To follow up on insights revealed in our Print vs. E-books QuickStudy, the Joan Ganz Cooney Center conducted a second QuickStudy to survey parents about reading books with their 2-to-6-year-old children.  In this survey we assessed family ownership of devices on which e-books can be read and included a set … 

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