Joan Ganz Cooney Center

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Explosive Growth in Education Apps

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By Carly Shuler, Joan Ganz Cooney Center

In 2007, when the iPhone made its debut, there was little doubt that it would revolutionize the mobile phone industry. But at the time, few imagined that it would spawn a multibillion-­dollar market for mobile applications, and fewer imagined that this market might become a significant one for children.

Less than five years later, more than a quarter of all parents have downloaded apps for their children to use, according to a Common Sense Media study. Babies have achieved virtual celebrity for mistaking a magazine for a broken iPad, children now learn to “swipe” before they can tie their shoes, and tweens and teens coveted the iPad over any other gift this holiday season.

Today’s children will benefit if apps become an important force for learning and discovery. This report, iLearn II: An Analysis of the Education Category on Apple’s App Store, documents the results of an analysis of the Education category of Apple’s App Store, with the goal of understanding the market dynamics, areas of innovation, and emerging opportunities within the market for apps labeled as education. Using the original iLearn study as a benchmark for change, this updated report examines a recent sample of top-selling apps for both the iPad and the iPhone.

KEY FINDINGS

1. Apps are an important and growing medium for providing educational content to children, both in terms of their availability and popularity.

  • Over 80% of the top selling paid apps in the Education category of the iTunes Store target children.
  • In 2009, almost half (47%) of the top selling apps targeted preschool or elementary aged Continue reading

Mixed Perceptions About Kids Using Digital Media

The subject of kids and media — how much they consume, what’s “good” for them, what parents’ role should be — is a broad and complicated topic. New studies are continually released with a wide range of advice and information.

The Joan Ganz Cooney Center is a great resource of illuminating research, and recently completed a comprehensive report called Family Matters: Designing Media for a Digital Age. The report is packed full of interesting (and sometimes counter-intuitive) information, including the following:

  • More than a third of parents have learned something technical from their child.
  • Most believe that video games help children foster skills that are important to their academic achievement.
  • 57% recognize that digital media presents ways for children to converse and connect with friends and family.

Those are just some of the positive perspectives from the report. But it’s a lot more nuanced than that. Here’s more about the study.

By Eleanor Yang Su, California Watch

A majority of American parents say they are concerned that digital media is interfering with childhood development. Yet most do not think their own children spend too much time with electronic devices.

That’s according to a recent report [PDF] by the Joan Ganz Cooney Center at Sesame Workshop. The nonprofit research lab analyzed surveys of 810 parents with children ages 3 through 10 and reported some seemingly paradoxical findings:

  • About 59 percent of parents say their children’s digital media use prevents them from getting physical exercise.
  • More than half (53 percent) say the media use can pose a threat for online safety and privacy.
  • About 40 percent of parents say digital media infringes on time their children would otherwise spend in face-to-face interactions.
  • Only 18 percent of parents believe their own children spend too much time with digital media.
“If kids start using computers before they get to school, they’ll be at an academic advantage because they’ll be more comfortable with the tool.”

Why the apparent contradiction? Researchers say it’s likely because the nature of digital devices today is more private and portable. Parents may not be aware of just how much time their little ones are spending in their rooms, using social networks or playing video games.

Some childhood experts said the findings are not surprising, considering earlier reports on media use. Children ages 8 to 18 are spending an average of 7½ hours a day with digital media, including Continue reading

Sorry Video Games: TV Still Reigns as Kids’ Favorite Media

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Mobile phones, the Internet, and video games might be growing in popularity with kids, but according to one report, the trusty television is still the predominant media of choice.

“Even as technology evolves and young children increasingly turn to games and mobile media, they still love television best.” The statement comes from “Always Connected,” a recent report from the Joan Ganz Cooney Center, which reviewed seven recent studies (some of them never before released), and provides a comprehensive look at the implications of media exposure and use.

Kids age 8-10 watch 3.5 hours of television everyday. “Although computer and Internet use are rising, they are still just a fraction of children’s overall media use, and nowhere near the amount of time spent with television.”

In one example illustrated in the report, an 8-year-old named Gabriela watches Disney shows after school for 45 minutes, works on her homework while watching “Oprah,” and after dinner, watches the Discovery Channel and other shows with her parents, easily adding up to three or more hours per day.

I asked the authors of the study, Dr. Lori Takeuchi, Dr. Jennifer Kotler, along with the center’s executive director Dr. Michael Levine, some questions to help put the study into context.

Q. What’s the implication of children ages 8-10 spending 3.5 hours watching TV everyday? How is watching television different from playing games online, whether on a laptop or on a mobile device?

A. It depends. The jury is still largely out about whether interactive game play is better than TV or vice versa. One could argue that the interactivity that these newer formats offer are “better” for kids than the lean-back nature of TV watching. Research has shown that both TV and video can provide experiences that are educational as well as harmful depending on the kind of content to which children have been exposed.

Kids are certainly better off watching high-quality, educational TV shows than playing video games that are either age inappropriate or which offer no educational value. The research on the educational benefits of video games is beginning to build, but risks are still well described in the research literature, especially around violent content. Intriguingly even some of the offensive play mechanics associated with some video games may be able to be turned around if placed in the right context. Recent research by neuroscientists such as Dr. Daphne Bevalier at the University of Rochester has shown that playing first-person shooter games can improve players’ number sense (and consequently mathematical achievement). Others have shown that online multi-player games like World of Warcraft can improve teamwork and collaboration skills. And a study by the Mayo Clinic demonstrated the benefits of playing physical action games such as Dance Dance Revolution in developing healthy exercise habits for kids. Much of this research, however has been conducted on older players (teens and older), so we’re not certain if the same benefits will hold true with younger children. For a good review of the research on games, learning and health habits, readers might wish to read the Center’s report, Game Changer.

Q. Why do you think kids 2 – 5 years old watch more TV than 6 – 11 year olds?

A. Younger children spend more time with television for the simple reason that they spend less time in school. Younger kids haven’t yet developed the cognitive and physical capacities to interact with or manipulate what are, in essence, representational worlds. Simply watching these representational worlds is easier. Another reason younger kids aren’t playing video games is because parents are more closely regulating their media consumption.  They may worry more about little fingers breaking mobile devices/laptops than TV sets. Or believe that video games just aren’t appropriate for their very young children.

Q. How does children’s media consumption change around age 8?

A. The developmental readiness factor described above is responsive to this shift in media consumption. The new focus is also influenced by peer interactions inside schools and by parents’ loosening of the controls on the more sophisticated and costly technologies that allow independent game play and early use of mobile devices.

Q. Do you think this will change once younger kids spend more time with mobile games?

In the next few years, our trends data and that of other researchers indicates that more young children will be likely spending more time with interactive media at younger ages. There will however continue to be developmental and parental factors that make it less likely to ever rival the kind of use of older children. But who knows: one day children might literally be wired for learning from birth.

Q. When we talk about kids using 8 hours of media everyday, should all media be clumped into one category?

A. No, it is useful to break out the categories of media consumption just as the Kaiser Family Foundation and the recent Cooney Center/Sesame Workshop study did. That way we have a more fine grained sense of which types of media are gaining currency and which types of media multitasking behaviors are underway. For example listening to an iPod while playing a videogame is a different experience from watching television while surfing the internet.

Q. Which specific apps or media do you recommend for parents who want to interact with kids while they’re using media?

We don’t recommend specific apps that promote “coviewing” among kids and adults, but tablets such as iPads do appear to hold potential as an intergenerational learning platform given the ease with which kids and parents can mutually view and interact on them. iPad apps that are like board games look especially promising, as do electronic books that come on this format. TV console-based games such the Wii and other gesture-based systems such as the Kinect game system are also appealing to both generations. However there’s a need for more games that are both educational and possess intergenerational appeal — like Sesame Street the TV show!

Time to Unleash the Potential of Technology

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The good intentions are there: Protect kids from cyberbullying, addictive video games, and uncensored access to the Internet. But at what cost?

According to Dr. Michael Levine, Executive Director of the Joan Ganz Cooney Center at the Sesame Workshop, which conducts studies on the role of digital technologies in childhood literacy, the public dialogue about technology and education has focused too much on it dangers, and not enough on its vast potential.

“There’s a moat between what kids do outside and inside of school,” Levine said in a recent interview. “When it comes to children, the general framing of technology has been largely about safety and protection.”

That’s been one impediment to leveraging the power of technology. The second factor has been an inconsistent record of higher achievement. “So far there’s been lots of hype and bluster about how education technology will transform teaching, but so far that’s unfulfilled,” he said.

Though much more research is needed in this realm, a recently released study called “Is there an App for That” by the Cooney Center does show that mobile apps help kids learn. I’ll follow up on the report again soon, but in the meantime.

Here’s more from our recent conversation:

What will it take to fulfill the potential now that we have all these new tools?

Much more ubiquity. Now that we have new tools, there’s new demand from kids themselves, so we need much broader ubiquity in terms of adopting those tools for kids of all racial, ethnic, and income backgrounds.

How can we move in that direction?

It’s starting. I feel that some of the innovators are beginning to break through these discussions. Now the question is, how are we going to build supportive policy, as well as the capacity to help educators, who may be less adept at technology and keeping up with the momentum, and to integrate it into the classroom. Continue reading