The Cooney Center disseminates research that informs national debates, with the intention of "stimulating investment in effective reforms." It does so through its publications on timely topics, including the children's fast evolving, interactive media landscape, mobile learning, and the debates over media multitasking. The Cooney Center's inaugural report was ''The Power of Pow! Wham!: Children, Digital Media and Our Nation's Future'' by Rima Shore, Ph.D. In 2014, the Cooney Center published ''Learning at Home: Families' Educational Media Use in America''. For this national survey, data was collected from 1,577 parents on the amount of media used in their home and its educational value. by
Jordan Shapiro (2018) •
Opportunity for All? Technology and Learning in Lower-Income Families by Victoria Rideout and Vikki Katz (2016) • ''Getting a Read on the App Stores: A Market Scan and Analysis of Children's Literacy Apps'' by Sarah Vaala, Anna Ly, and Michael H. Levine (2015) •
Diverse Families and Media: Using Research to Inspire Design by Amber Levinson, Sinem Siyahhan, Briana Pressey, and Katie Headrick Taylor (2015) •
Tap, Click, Read: Growing Readers in a World of Screens by Lisa Guernsey and Michael H. Levine (2015) •
Apps en familia: Guîa para usar apps con tus hijos by the Joan Ganz Cooney Center (2015) •
Aprendiendo en Casa: Media as a Learning Tool among Hispanic-Latino Families by June Lee and Brigid Barron (2015) •
Digital Media and Latino Families: New Channels for Learning, Parenting, and Organizing by Bruce Fuller, José Ramón Lizárraga, James H. Gray (2015) • ''Connecting to Learn: Promoting Digital Equity for America's Hispanic Families'' by Vikki S. Katz and Michael H. Levine (2015) •
Family Time with Apps: A Guide to Usings Apps with Your Kids by the Joan Ganz Cooney Center (2014) •
Level Up Learning: A National Survey on Teaching With Digital Games by Lori Takeuchi, PhD, Sarah Vaala, PhD (2014) •
The Mindshift Guide to Games and Learning by
Jordan Shapiro (2014) • ''Learning at Home: Families' Educational Media Use in America'' by Victoria Rideout. (2014) •
Games for a Digital Age: K-12 Market Map and Investment Analysis by John Richards, Leslie Stebbins and Kurt Moellering. (2013) •
Pioneering Literacy in the Digital Wild West: Empowering Parents and Educators by Lisa Guernsey, Michael H. Levine, Cynthia Chiong & Maggie Stevens. (2012) •
Kids Online: A new research agenda for understanding social networking forums by Sara Grimes and Deborah Fields. (2012) •
What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned by Carly Shuler. (2012) •
National Survey and Video Case Studies: Teacher Attitudes about Digital Games in the Classroom by Jessica Millstone. (2012) •
iLearn II: An Analysis of the Education Category on Apple’s App Store by Carly Shuler. (2012) •
The New Coviewing: Designing for Learning through Joint Media Engagement by Lori Takeuchi and Reed Stevens. (2011) •
Take a Giant Step: A Blueprint for Teaching Young Children in a Digital Age by Brigid Barron, et al. (2011) •
Families Matter: Designing Media for a Digital Age by Lori Takeuchi. (2011) •
Always Connected: The new digital media habits of young children by Aviva Lucas Gutnick, Michael Robb, Lori Takeuchi and Jennifer Kotler. (2011) •
Learning: Is there an app for that? by Cynthia Chiong & Carly Shuler. (2010) •
Can Video Games Promote Intergenerational Play & Literacy Learning? by Cynthia Chiong Ph.D. (2010) • ''iLearn: A Content Analysis of the iTunes App Store's Education Section'' by Carly Shuler, Ed.M. (2010) • ''Game Changer: Investing in Digital Play to Advance Children's Learning and Health'' by Ann My Thai et al. (2010) • ''Pockets of Potential: Using Mobile Technologies to Promote Children's Learning'' by Carly Shuler, Ed.M. (2010) • ''Getting Over the Slump: Innovation Strategies to Promote Children's Learning'' by
James Paul Gee, PhD (2010) == Initiatives ==