
A child closes one video and immediately opens another. A little later, the same child is choosing characters for a game they want to build. Both activities happen on a screen, but the child’s role has changed: from following a platform’s suggestions to making decisions about an idea.
The internet can be a library, workshop and meeting place. It also carries real risks. Guidance therefore means neither unlimited access nor treating every digital activity as forbidden. It means gradually learning what to choose, what to keep private and when to ask for help.
Look at the activity before judging the device
Ask what your child wants to do before opening an app. Are they researching schoolwork, talking to a known friend, making something or relaxing? Different purposes need different boundaries. Every relaxing moment need not become a lesson, but an “educational” label does not guarantee worthwhile learning either.
The American Academy of Pediatrics considers the child, content, communication and the activities that media replaces. Use this as a practical lens: does the day still contain sleep, movement, schoolwork and time with people?
Turn a small interest into a manageable project
An interest in animals can become a two-character animation. A football fan might sketch a page about a favourite team, using checked information and permitted resources. Start with a result small enough to build, test and explain. A finished little scene is a better beginning than an ambitious project entirely controlled by the adult.
One activity to try together
- Sketch two characters and explain what happens between them.
- Build one moment: one character moves and the other responds.
- Test it and describe the difference between the plan and the result.
- Show someone the project and choose one improvement.
Scratch Foundation includes testing and revision in creative learning. You can support that process without taking the mouse at every error. Ask which action starts the movement, or what the child expects a block to do, before offering a solution.
Make safety rules concrete
“Do not share personal information” becomes easier to understand when you examine a screenshot together. It might reveal a full name, school, conversation, address or daily routine. Check what is visible before sharing a photograph or project.
- Choose age-appropriate tools and check who can contact your child.
- Keep passwords private and use different passwords for accounts.
- Ask an adult before purchases, installations and unexpected links.
- Agree on what to do when a conversation creates fear or pressure.
- Review app permissions and privacy settings periodically.
UNICEF encourages regular conversations alongside protective tools. Make it possible for a child to say “I clicked” or “I sent something” without punishment becoming the first response. Deal with the immediate problem, then revisit the rule.
Give digital activities a predictable ending
Stopping becomes harder when a project is unsaved or a game has no visible finish. Agree on an ending beforehand. Save the project, note the next step and put the device away. Simple boundaries around meals and bedtime also work better when adults follow them.
Read more about screen time and the purpose of an activity. For a practical starting point, explore the Scratch and Web Design learning paths and choose a project suited to your child’s current experience.
Useful progress appears in choices: your child can explain a project, recognise an uncomfortable situation and name a trusted person to ask. Those are more meaningful checkpoints than promises that a particular app automatically improves creativity or attention.
Sources and further reading
Updated on: October 13, 2026
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