Technology and Play: Tools that Help Young Learners
I've observed many different age groups from ages 2 all the way to 3rd graders. So, I can see how technology and play can be implemented well in school settings. When I'm in a classroom, technology isn't just something we use, it is something that actually has a purpose. I truly believe young learners learn best when they are engaged and given the chance to explore through play. That’s why I treat technology as a tool, not a reward or distraction.

What Play-Based Learning with Technology Looks Like
With my personal experience, children learn through doing, building, drawing, talking, and pretending. Good technology doesn’t replace those experiences, but support them in many different ways. For example, I used Kleki (free drawing website) to introduce digital art. Students draw pictures using shapes, lines, and colors. Some drew a favorite animal, while others created a self portrait. They experimented, made their own choices, and shared their ideas with their classmates. Technology becomes a part of the play experience, not something that interrupts it.
In an activity like this:
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Students are creating, not just clicking or tapping a screen
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The tools are simple enough for them to use on their own
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The focus stays on their thinking and creativity, not the screen they are using

When Technology Gets in the Way
Sometimes, I see tools that are more about keeping children busy than helping them learn. These often include fast paced games or apps with loud rewards but little thinking. When students use these for too long, they lose interest in learning, they basically just want to “win.”
That is when I take a step back and ask myself:
- Is this helping my students grow?
- Are they solving problems or just watching things happen?
- Is this tool adding something meaningful to the lesson?
If not, I change my approach.

A Theory That Guides Me
My thinking is mainly influenced by Jean Piaget's theory of cognitive development, especially his idea that young children learn best through hands-on exploring and learning by being actively engaged. A easier way to understand it is children learn best by doing. Now thinking about technology, when using it thoughtfully, it supports that kind of learning. Tools like drawing programs or storytelling apps help children construct their own understanding.

Tips I Use When Planning with Tech
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Choose tools that are open-ended (drawing, storytelling, building)
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Make sure students can use the tool mostly on their own
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Keep the focus on the learning objective, not the technology itself
Final Thoughts
I believe Technology and play are not opposites. When used thoughtfully, they work together to create powerful learning experiences. By treating technology as a tool, and NOT a toy, we give children more chances to build, imagine, and grow.
Resources for Educators:
Kleki - The Free Digital Drawing Website I Mentioned
Common Sense Education - Helps Teacher and Students Understand the Digital World
Piaget's Theory - More Information About the Theory