Following Directions and Map Play: What Kids Learn Exploring a Tiny Town

By Mauro Ferrante · Updated · 3 min read

"Go to your room, get your shoes, and bring them to the front door." Three steps. Watch a five-year-old set off confidently and come back with a toy dinosaur. This is not disobedience. It is working memory and route planning being asked to do more than they can yet manage, and both are skills that grow with practice.

Two skills hiding in one errand

Holding an instruction. A multi-step instruction has to be stored, kept in order, and checked off as you go. Most four-year-olds can hold two steps; three is a stretch; four is a lot until six or seven. When a child "forgets" step two, they often have not forgotten it so much as had it pushed out by whatever they saw on the way.

Knowing where things are. Children build mental maps of their world surprisingly early, but they are patchy: home, nursery, grandma's house, the park, connected by "the car goes for a while." Filling in the map, knowing that the shop is past the park and before the bridge, is a skill that comes from moving through a space repeatedly and paying attention.

Errands practice both at once, which is why they are hard, and why they are worth setting.

Practicing on a screen

A small, consistent world that a child can walk around again and again is good practice for the second skill, and errands inside it are good practice for the first. That is the whole design of Tiny Town.

It is Festival of Kindness day in an emoji village. Townsfolk have gifts for one another that need delivering. The child picks a character and walks: past the bakery, along the beach with its boats and dolphins, over to the airport where planes take off. Talk to a friend and collect their gift. Find the person it is for. Deliver it. Repeat until the festival is complete.

What is deliberately not in it: enemies, a timer, a score, any way to fail. Nothing chases you. The only surprise is a puppy who may decide to follow. A child can stop and watch the dolphins for as long as they like.

What it exercises

Controls

On a laptop, the arrow keys or WASD walk the character, and walking into a person starts a conversation. On a tablet, tap where you want to go and the character walks there along the roads; tap a person to talk. Either way the world is calm enough that a child can learn the controls without pressure.

Playing it together

From here

Children who enjoy Tiny Town's errands tend to enjoy real-world versions: a shopping list with three items they are in charge of, or drawing a map of the walk to school. The screen version is a rehearsal, and the rehearsal is safe.

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