Small adventures, big ideas: the value of imaginative play

A cushion becomes a castle wall. A drawing becomes a treasure map. A cardboard box becomes a dragon’s home. Imaginative play gives children room to ask “what if?” and try out their own ideas using ordinary things.

You do not need an elaborate set or a full afternoon. A small invitation can be enough to start an adventure, and your child can decide where it goes.

What children can explore through play

UNICEF’s guidance on early childhood play describes opportunities to practise problem solving, communication and creative expression. A make-believe adventure offers everyday ways to explore these: deciding how a character crosses a river, explaining a plan or changing the story when something unexpected happens.

These are opportunities, rather than guaranteed results from any particular toy or game. The activity should still be enjoyable in its own right.

Begin with a problem worth imagining

Try this Sam’s Kingdom story starter: “A friendly dragon has lost the way home. What could we make to help?” Offer paper and crayons, or let your child use suitable toys they already have. They might draw a signpost, build a shelter or invent a flying guide. There is no answer sheet.

If they want a little help, ask one question at a time. “Where does the dragon live?” usually leaves more space for an idea than giving them a complete plot to follow.

Share the story without taking charge

Let your child choose your role. You might be the traveller asking for directions or the keeper of a very sleepy dragon. Follow their lead where possible. If several people are playing, help them agree how to share materials and make space for each person’s suggestion.

A child who prefers watching, drawing or narrating can join in that way. Pretending with voices or dressing up is optional.

Three easy kingdom adventures

  • The missing flag: design a new flag and explain what its colours mean.
  • The bridge challenge: use age-appropriate building toys to make a crossing for a toy character. What could you change if it falls?
  • The kind knight: invent a quest solved by helping someone rather than fighting.

Leave room for their ending

The treasure may turn out to be biscuits, the dragon may become the mayor and the knight may decide to open a bakery. Changing direction is part of making a story together. You can ask whether your child would like to draw the ending or return to it another day.

Choose safe materials and a comfortable space. The most useful starting point is often simple: a little attention, a few familiar objects and permission to imagine.

Further reading: UNICEF Parenting: The science of play.

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