Can Digital Play Advance Children’s Learning and Health?

by Susan Gunnewig Posted on: June 24, 2009 at 4:02 PM
The TeachSmart Learning System by Hatch

The Joan Ganz Cooney Center at Sesame Workshop has recently released an informative report, “Game Changer: Investing in Digital Play to Advance Children’s Learning and Health” to continue the digital play discussion. This report examines the commercial game industry, academic game labs, and experiments in the classroom and other learning settings. In the executive summary, the reader learns that digital games can help children learn content, literacy to math, creation of artifacts, and systems thinking. Evidence is provided that digital games can also be effective in improving children’s health. I know my family loves Wii Fit. I am a very good Wii bowler.

The report lists five recommendations for call to action to address the nation’s digital-age challenges for children. To receive a full-text PDF of the report, please go to www.joanganzcooneycenter.org. In conclusion, we learn that digital games are here to stay. Digital games can promote education as well as healthy living. More time needs to be devoted to continue using this media in appropriate ways for young children. I hope you will read this timely report. Again, thanks to, Lisa Guernsey for the report.

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Hatch Blog - Insights into Early Childhood Education

About the author

Susan Gunnewig
Susan, a renowned expert in the field of early childhood and the Director of Product Development at Hatch, was a coauthor of the CIRCLE and Head Start STEP training as well as co-creator of the Texas Early Education Model (TEEM), and the School Readiness Project. During her tenure as faculty at the Children’s Learning Institute located in the University of Texas Medical School, she presented at approximately 100 conferences and conventions across the United States and has coauthored many early childhood research articles.
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