D is for Digital

Would it surprise you to know that by the time they reach fourth grade, around age 10, 33% of kids in the US can't read at their grade level? Statistics like these are what drove Sesame Workshop to establish The Joan Ganz Cooney Center last December. Founded on the idea that learning in kids ages six to 11 could be improved if educators and industry were able to harness kids' love of, and immersion in, new media, the center has set out to research potential hot spots in the landscape. And its first report D is for Digital hones in on a category ripe for exploration and innovation - informal educational consumer products. We're talking toys, video games, computer games and online software that in one way or another have the potential to fuel children's literacy and cognitive development. Is there a way to bring these manufacturers together to build a smarter, more entertaining mousetrap, so to speak? All signs point to yes in D is for Digital.
February 1, 2008

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