Grown-ups

How Memory Games Build Working Memory in Young Children

The pairs game is older than the tablet, older than the computer, older than most of the toys in your house. Cards face down, flip two, find the match. It has survived because it works, and it works because it exercises working memory, a skill early-years teachers care a lot about.

What working memory is

Working memory is the small mental workspace where you hold information while you use it. Remembering a phone number long enough to dial it. Holding the first half of an instruction while you hear the second half. Keeping track of where the lion card was while you flip the frog.

In children it is a strong predictor of how they will cope with school, because almost everything in a classroom asks for it: "Get your book, turn to page ten, and write your name at the top" is three items to hold at once. Children with weaker working memory are not less intelligent; they just lose the thread more easily, and that looks like not paying attention.

Children get better at memory games with practice, and play is a happy way to practise, though research is mixed on whether those gains carry over to schoolwork.

Why the pairs game works

Every turn in a memory game is a working-memory exercise in miniature:

  1. Flip a card. Encode it: what it is, where it is.
  2. Flip another. Compare it to the first, and to every card you have seen before.
  3. Update. If it matched, that pair is done. If not, remember both positions for later.

Nothing else is going on to distract from that loop. No story, no timer pressure unless you want it, no losing. Children can play it for twenty minutes and come away having done dozens of encode-compare-update cycles.

Playing with a two-year-old

At two, the game is barely about memory yet. It is about turn-taking, naming pictures, and the pleasure of the flip. Play the smallest board, twelve cards in Memory Match, and do most of the remembering out loud yourself:

The point is to model what remembering sounds like. Children absorb the strategy before they can use it.

Playing with a four-year-old

Four-year-olds can genuinely play. Move up a size, to 16 cards and then 20, when twelve gets easy. Two habits are worth nudging:

Memory Match counts turns and time and remembers each child's best per board size, so a four-year-old can race their own record without competing with a sibling.

Playing with a seven-year-old and up

Older children can handle 36 cards and start to use real strategy: flipping systematically rather than randomly, remembering pairs of positions rather than single cards, and noticing when a card they need has already been revealed. Ask them to explain their strategy; being able to describe how you remember is a big step toward using memory deliberately in school.

Two small design notes

Two parents wrote in about the same things, so they are worth mentioning. The timer in Memory Match does not start until the first flip, so nobody is penalized for looking at the board first. And there is a button in the corner during play, so switching from 24 cards to 12 when a younger sibling joins does not mean leaving the game.

Beyond the pairs game

Working memory shows up everywhere once you notice it. Cooking from a recipe, following a Lego instruction sheet, the card game Uno. On this site, Melody Maker asks children to hold a sequence of notes and play it back, which is working memory for sound, and Tiny Town asks them to remember who a gift is for while they walk across town. Different surfaces, same muscle.

Learning to read leans on working memory too: holding c, a and t in mind long enough to blend them into cat. Tiny Hands Learn starts there, free for every family: reading first, then numbers, music and money, a few minutes at a time.

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