An in-home investigation of maternal teaching strategies during Sesame Street and a popular situation comedy

1982 ◽  
Vol 3 (3) ◽  
pp. 275-284 ◽  
Author(s):  
Zolinda Stoneman ◽  
Gene H. Brody
1969 ◽  
Vol 1 (6, Pt.1) ◽  
pp. 726-734 ◽  
Author(s):  
Helen L. Bee ◽  
Lawrence F. Van Egeren ◽  
Ann Pytkowicz Streissguth ◽  
Barry A. Nyman ◽  
Maxine S. Leckie

2005 ◽  
Vol 3 (3) ◽  
pp. 269-288 ◽  
Author(s):  
Xiao-lei Wang ◽  
Ronan Bernas ◽  
Philippe Eberhard

2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


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