Designing learning experiences that support behavior, transitions, and engagement
Instructional design for early childhood education
Purpose
The Interactive Game System phase focused on designing engaging, age-appropriate learning activities that reinforce emotional awareness and self-regulation skills through play.
The goal was to create interactive experiences that support learning while remaining developmentally appropriate for preschool children ages 3β5.
Design Challenge
Young children learn best through active participation rather than passive observation.
The challenge was to develop game experiences that:
- Reinforce lesson objectives
- Encourage exploration
- Support emotional learning
- Remain simple to use
- Work on tablets and interactive displays
- Support diverse learners
Learning Goals
The game system was designed to help children:
- Identify calm emotions
- Practice calming strategies
- Make positive choices
- Develop emotional vocabulary
- Build confidence through success
Planned Interactive Activities
Emotion Matching Game
Children match facial expressions to emotion labels and illustrations.
Skills supported:
- Emotional recognition
- Visual discrimination
- Vocabulary development
Calm Choice Game
Children help Milo decide what to do when he feels upset.
Example choices:
- Take deep breaths
- Ask for help
- Stretch
- Use a calming corner
Children receive positive feedback for healthy choices.
Drag-and-Drop Activity
Children sort actions into categories.
Examples:
Calming Actions
- Deep breathing
- Counting
- Stretching
Not-Calming Actions
- Yelling
- Throwing objects
- Hitting
Breathing Bubble Activity
Children tap or follow animated breathing bubbles.
The activity encourages:
- Slow breathing
- Focus
- Relaxation
Reward Celebration
At the end of activities, children receive:
- Stars
- Stickers
- Positive messages from Milo
- Celebration animations
The reward system is designed to encourage participation rather than competition.
Technology Considerations
Interactive activities may be developed using:
- H5P
- WordPress integrations
- Interactive media tools
- Custom digital activities
All activities are designed for touchscreen interaction.
Accessibility Considerations
The game system includes:
- Large touch targets
- Simple instructions
- Visual supports
- Audio guidance
- Flexible participation options
Activities are designed to support children with diverse learning and sensory needs.
Sensory-Friendly Design
Special attention was given to:
- Calm animations
- Limited visual clutter
- Predictable interactions
- Gentle feedback
- Adjustable pacing
The goal is to support engagement without creating sensory overload.
Integration with the Milo Calm Lesson
The games are embedded throughout the lesson rather than functioning as separate activities.
Example flow:
Meet Milo
β
Learn About Calm Feelings
β
Practice Breathing
β
Play Interactive Activity
β
Reflect
β
Celebrate Success
This structure reinforces learning through immediate practice.
Success Indicators
The game system will be considered successful if children:
- Remain engaged
- Complete activities independently or with minimal support
- Demonstrate understanding of calm emotions
- Practice self-regulation strategies
- Enjoy participating in the lesson
Outcome
The Interactive Game System phase established a framework for integrating meaningful play, emotional learning, and technology into the Milo Calm Lesson Prototype.
The activities support the project’s goal of creating inclusive, engaging, and sensory-friendly learning experiences.
Next Phase
Following Interactive Game System Development, the project moved into Coloring Interaction Panel Development, where children could actively create, explore colors, and reinforce lesson concepts through digital art and sensory-friendly interaction.
