Kids, Technology and Learning:
The First Annual Joan Ganz Cooney Symposium
Wednesday, May 14th, 2008
On May 9th, the first ever Joan Ganz Cooney Center Symposium was kicked off at the McGraw-Hill offices located in New York City. The Joan Ganz Cooney Center is the newest addition to the Sesame Workshop enterprise. Its mission is to offer guidance, research and insight into how children can learn through emerging media. The symposium itself was an amazing event. A stellar list of speakers and influential attendees from diverse areas of education, broadcast, gaming and the toy world came together to discuss the future of learning and technology for children in the 21st century. This jam-packed event included presentations from over 34 different industry insiders. Over 150 invited guests filled the room. Included on the guest list was Congressman George Miller (D-CA) who is the chairman of the House Education and Labor Committee.
All of the presentations offered many important perspectives and voices that are shaping the learning and technology conversation today. A number of speakers served up new research and valuable insights to chew on long after the event concluded. While there was significant take-away from all of the speakers, I would like to call out two specific presentations. These include the presentations of Connie Yowell of the MacArthur Foundation and Jennifer Kotler of Sesame Workshop.
First and foremost, Connie Yowell’s presentation on new learning paradigms was simply amazing, passionately delivered, and has given many folks the most food for thought about the future of new media and learning. Connie expressed the importance of seeking out the right questions to ask at the beginning of our journey, stating that in order for us to realize the opportunity in front of us, we must be ready for a significant paradigm shift in the existing learning conversation. I heard many attendees echo the importance of Connie’s words at the conclusion of the event. In the matrix below, I have included an audio recording of Connie’s presentation. A transcription of her comments can also be found in my next blog article.
During this part of the symposium, both Ellen Wartella (of UC Riverside) and Connie Yowell’s words were offered in succession and both speakers expressed a great need for more research and a significant rethinking of our current approach to education and learning. Their comments were vital ones to be heard by policy makers, and while Representative George Miller attended the event for most of the day, sadly he left just before Ellen and Connie took the stage.
The next presentation I’d like to call attention to was that delivered by Jennifer Kotler. Jennifer presented two reports, but one in particular has an important story to be told. This report gathered information from interviews conducted with children ages 6 to 9. It asked them about their favorite games and websites. Included within this report was a very clever validity check that, when its findings were presented, calls into question any other self-reported findings from other organizations asking similar questions about kids and online preferences.
In the study, kids were asked about their technology preferences. Included within the interview question sets were six non-existent website and game names. That’s right, online products that were completely fictitious and do not exist. What this report revealed was that 56% of those surveyed claimed to have played these non-existent games and websites. How could this be?
What the research suggests is that kids may be more likely to exaggerate their actual use of technology because of the apparent “cool factor” and/or the aspirational aspect of these technologies. How does this cool/aspirational factor play out within the data? Here are just a couple of examples: When kids were asked if they have ever visited a MySpace page, the “clean” data suggests that only 19% of those surveyed have visited the popular online destination whereas the non-valid data states the number is 54%. When asked about posting video on YouTube, the numbers are 7% (valid data) vs 42% (non-valid data).
These findings suggest that similar studies conducted by other organizations would benefit greatly by the inclusion of a validity test in their research. If not, the numbers reported could be significantly skewed from what they should be. Now that we’re all armed with this information, go back and look at all the claims regarding other popular children’s destinations, like Club Penguin, Webkinz, and the like. Hmmmmm.
I would also like to call out presentations made by Bernie Trilling of Oracle Education Foundation about 21st Century Learning Skills, Allison Druin for her work with the International Children’s Digital Library project, Krista Marks of Kerpoof, James Paul Gee and his report on Getting Over the Slump, and Jim Styer of Common Sense Media for his report on how parents and educators view the educational potential of new media.
The matrix below offers audio recordings, papers, and related websites collected from the event. Friends and colleagues who know me well will tell you that I’m rarely without a camera or recording device at such events. I believe it’s important to capture and share such information with everyone so that industries can move forward together. The list below includes audio recordings from most of the speakers. However, my apologies go out to the last 8 or so speakers, mostly from Warren Buckleitner’s Dust or Magic panel, for by the end of the day my recording device lost power.
All of the audio clips can be downloaded as a single zipped file here.
| Audio | Site | Speaker or Description | |
|---|---|---|---|
| Yes | - | - | Opening video (audio recording only) |
| Yes | - | - | William Oldsey – EVP, McGraw-Hill Education |
| Yes | - | - | Gary E. Knell – President and CEO, Sesame Workshop |
| Yes | - | - | Joan Ganz Cooney – Co-Founder, Sesame Workshop |
| Yes | Yes | - | Michael Levine – Executive Director, Joan Ganz Cooney Center |
| Yes | Yes | - | Jim Steyer – Founder & CEO, Common Sense Media |
| Yes | Yes | - | James Paul Gee – Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University |
| Yes | - | - | Questions and Answers |
| Yes | - | - | Claudia Wallis – TIME Magazine |
| Yes | - | - | Buwon Tran – Director of Consumer Research, Casual Entertainment, Electronic Arts |
| Yes | - | - | Jennifer Kotler – Assistant VP of Domestic Research, Education, Research and Outreach Department, Sesame Workshop |
| Yes | - | - | Susan Neuman – Professor of Educational Studies, University of Michigan |
| Yes | - | - | Francie Alexander – SVP of Scholastic Education and Chief Academic Officer, Scholastic |
| Yes | - | - | Questions and Answers |
| Yes | - | - | Lisa Guernsey – journalist, author of Into the Minds of Babes |
| Yes | - | - | Marilyn Jager Adams – Research Professor of Cognitive and Linguistic Sciences, Brown University |
| Yes | Yes | - | Bernie Trilling – Global Director, Oracle Education Foundation |
| Yes | - | - | Nichole Pinkard – Senior Research Associate & Assistant Professor, University of Chicago |
| Yes | - | - | Margaret Honey – SVP, Strategic Initiatives & Research, Wireless Generation |
| Yes | - | - | Lesli Rotenberg – SVP, PBS KIDS Next Generation Media Initiative |
| Yes | - | - | Jayne James – Executive Director, Ready to Learn, Corporation for Public Broadcasting |
| Yes | - | - | Questions and Answers |
| Yes | - | - | U.S. Rep. George Miller (D-CA) – Chairman of the House Education and Labor Committee |
| Yes | - | - | Gabriel Zalzman – SVP and General Manager, Fisher-Price |
| Yes | - | - | Bing Gordon – Chief Creative Officer, Electronic Arts |
| Yes | - | - | Linda Roberts – Former Director, Office of Educational Technology, US Department of Education |
| Yes | - | - | Rob Lippincott – SVP, Education, PBS |
| Yes | - | - | Ellen Wartella – Executive Vice Chancellor & Provost, UC Riverside |
| Yes | - | - | Connie Yowell – Director of Education, MacArthur Foundation |
| - | - | - | Delia Pompa – VP for Education, National Council of La Raza |
| - | Yes | - | Warren Buckleitner – Editor, Children’s Technology Review |
| - | - | Yes | Allison Druin – Director, Human-Computer Interaction Lab, University of Maryland |
| - | - | - | Michael T. Jones – Chief Technology Advocate, Google, Inc. |
| - | - | Yes | Krista Marks – CEO & Co-Founder, Kerpoof |
| - | - | Yes | David Rose – Chief Scientist, CAST |
| - | - | - | Kathy Shirley – Technology and Media Services Director, Escondido Union School District |
| - | - | - | Michael Levine – Executive Director, Joan Ganz Cooney Center |


Last year I 

There was much buzz at Toy Fair with the announcement of this toy and rightly so. The Smart Cycle is a TV-based plug-and-play, cartridge-based platform that looks a like a cross between an exercycle for preschoolers and a
Here are two new plug-and-play products to come out of Radica, a cool tech toy company now owned by
Hyper Dash is a technology toy that could be used indoors or out and does not require a television or computer to use. To start the game, 5 colored electronic targets are placed around the house or yard. Then, holding a talking electronic “tagger”, spoken instructions are given to the child, like find the blue target, then the red, etc. There are different game settings that focus on math skills, team work, and timed-based searches. As a child successfully finds the requested target, the music, pace, and complexity of each new request increases. This toy is recommended for children ages 5 – 8.
The company TikTokTech was showing two different stand alone TV plug-and-play devices. A small camera unit is placed on top of your television to play either music games or a combination of music and art games, depending on which device you purchase. While motion-based products have really only been around for a short while, these are the only titles available that provide a freeform artistic or musical experience for kids. For those that follow motion-based games, I strongly recommend checking out the
The ClickStart plug-and-play toy provides young children the experience computing in a fun and safe way, without tieing-up mom or dad’s home computer. This product includes a child-friendly keyboard and mouse, which can be set up to accommodate left or right handed users. The on-screen learning is guided by a friendly puppy named Scout. Children collect food treats for Scout as they complete games using numbers, letters, shapes and colors. This toy is a cartridge-based platform which means you can expect to see a number of different titles available to use with the base unit later this year. ClickStart is intended for children ages 3 – 6.
The Easy Link Internet Launchpad acts like a mom-approved dashboard to preschool-safe content on the web. Say a child would like to visit their favorite Sesame Street online game. All a child needs to do is pick up one of the many miniature figurines, in this case Elmo ( or Barney, Clifford, the Wiggles, Thomas the Train, Bob the Builder, and others) and place the figurine in its designated spot… a little like placing the round peg in the correct hole. Once inserted, the device automatically will link its user to the games section of sesamestreet.com. No typing is necessary and all content locations are child-safe with no external links to undesirable content. This product works best with children ages 3 – 6.


NetJet is a clever USB connected handheld device created by Tiger Electronics, a division of Hasbro. NetJet consists of a handheld game controller and a game key. Each game key inserted into the controller allows its user to access different casual game content online. Popular games using familiar characters and brands are available through this device, but not to those without the controller and keys. The NetJet environment is also free of advertising. No banner of pop-up ads here. Kids are also kicked offline once the NetJet device is removed from the USB port. By this coming fall season, 40 different casual game titles will be available for purchase. This product will appeal to casual gamers, both young and old, but Tiger is best know for their success with the tween market. This is not a learning product, but NetJet is an excellent use of plug-and-play technology.
This TV plug-and-play device first appeared at last year’s Toy Fair. It has a built in camera which allows it’s user to take a picture of oneself, then, through the controls on the tablet, modify hairstyles, add jewelry, and apply makeup. (Note: This product has brought about much discussion in our office about female stereo-typing and the kinds of messages it sends out to young girls. In our own testing of the product, we find that kids enjoyed the product greatly when we referred to it as a “stuffed animal makeover” toy. Kids couldn’t stop laughing when they gave a giant stuffed Pikachu and other fuzzy friends a new hairdo and pearls!) What’s new here is Radica has hinted it will be releasing an newer version of the device later this year but no formal announcement has been made.
Following on the success of
This technology toy is not intentionally positioned as a learning product, but it’s bound to influence kids to want to play guitar. This electronic toy teaches kids how to play 12 different songs but also allows an MP3 player to be hooked up to the guitar as well to play along with your favorite tunes. Lights on the fretboard appear to let the user know where to place their fingers. The device also has audio in and out ports. Hasbro worked with the guitar maker Gibson to make this product. Hasbro believes this toy will have a strong appeal to tweens.
This digital guitar, complete with whammy bar and buttons on it’s fret. It not only allows for musical exploration but also introduces numbers, letters, and animals in both English or Spanish. It’s suggested use is for infants and toddlers ages 12 to 36 months.
This guitar is not meant to assist with learning but joins the digital guitar bandwagon. This product is the smallest and least expensive of the bunch and promotes the sequel to the Disney Channel TV movie