Tag Archives: james paul gee

6 result(s)

E3 and the Future of Educational Games

by Zachary Levine
June 8, 2011

As an intern at the Joan Ganz Cooney Center, I was fortunate enough to attend the Electronic Entertainment Expo (E3) held on June 7-9. I was also able to partake in the 2nd annual Games and Learning Summit on the morning of June 7th, where a few dozen electronic industry … 







Learning Across Silos: An Integrated Approach to the Creativity Crisis

by Ann My Thai & Andy Russell
August 16, 2010

In our first post, we provided an overview of Newsweek’s coverage of America’s creativity crisis, which highlighted the crucial need for creativity and innovation in solving real-world problems. We began to explore skills and processes that have been associated with creativity and appreciate how your comments added to the discussion. … 







Kids Closer Up: Case Studies of Digital Youth

by Administrator
March 24, 2010

Researchers from the Joan Ganz Cooney Center observed four ordinary 8-year-old girls to get a sense of what they are doing on Club Penguin, with their Nintendo DS systems, and on the Internet and why. We also asked their parents what they think their children might be learning from this … 







Policy Brief: Getting Over the Slump: Innovation Strategies to Promote Children’s Learning

by James Paul Gee, Ph.D.
June 25, 2008

Dr. James Paul Gee, the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University and a leading authority on literacy and the potential of educational games, is working with the Center to develop a new policy framework to use digital technologies and different assessment techniques to avoid … 







Logging Into the Playground: How Digital Media Are Shaping Children’s Learning

by Administrator
May 8, 2008

The Cooney Center’s inaugural leadership forum was held at The McGraw-Hill Corporate Headquarters on May 9th, 2008. Key leaders from the fields of research, industry, policy, philanthropy, and education convened to examine how recent research and experimentation with interactive media such as games, mobile technologies, and other platforms can accelerate …