Childhood Map

Discover the amazing things 5-year-olds are learning — from climbing and jumping to friendships, feelings, and first words on a page. Each skill comes with fun activities you can try together.

Cognitive & Intellectual Development

Thinking, reasoning, problem-solving, and concept formation abilities that underpin academic learning and understanding of the world.

Sources (7)
  • CDC/AAP Milestones
  • ASQ-3 (Problem Solving)
  • Piaget (Preoperational Stage)
  • Montessori (Mathematics, Cultural)
  • HighScope
  • Gardner (Logical-Mathematical, Spatial Intelligence)
  • Teaching Strategies GOLD (Cognitive Domain)
6 Subdomains
Problem-Solving & Reasoning Symbolic & Representational Thinking Classification & Concept Development Memory & Recall Attention & Focus7 Curiosity & Approaches to Learning
Attention & Focus

Sustaining, selecting, and shifting attention to support task completion and learning.

Examples & Achievements

  • Listens to a story for 10-15 minutes
  • Focuses on a self-chosen activity for 15+ minutes
  • Ignores distractions to complete a task
  • Shifts attention from one activity to another when prompted
  • Attends to relevant details in a picture or instruction

How to Measure

  • Sustained attention during teacher-led activity (10-15 min observed)
  • Sustained attention during self-directed play (15-20 min observed)
  • Leiter-3 Attention and Memory battery (if clinical assessment needed)
  • Teaching Strategies GOLD Objective 11b (persistence and attentiveness)
Sources (3)
  • NAEYC
  • Teaching Strategies GOLD
  • HighScope
7 Exercises
Story Stretch — Dialogic Read-Aloud The Deep Play Window — Protected Plan-Do-Review I Spy Detective — Hidden Picture Quest Sound Detective — Mystery Noise Tracker Day & Night Card Switch — The Opposite Game Conduct the Family Orchestra Singing Bell — Mindful Listening Practice
Day & Night Card Switch — The Opposite Game

A card-based “Stroop” game adapted for 5-year-olds — the child says “day” to a moon picture and “night” to a sun picture, overriding the automatic naming response. Trains selective attention with inhibitory control — the ability to suppress the prepotent answer and select the rule-governed one. The classic developmental-psychology paradigm shrunk into a 10-minute home protocol.

  1. Make the cards. 8 white index cards: 4 with a sun drawing, 4 with a moon drawing. Stick-figure quality is fine — clarity beats art. Clip-art prints work too.
  2. State the rule. “This is the Opposite Game. When you see the sun, you say night. When you see the moon, you say day.” Demonstrate 2 cards yourself. Then ask the child to teach the rule back to you.
  3. Run a warm-up of 4 trials. Slow pace. Praise effort even on mistakes (“That’s the tricky part — sun says NIGHT”). Don’t be discouraged if 3 of 4 are wrong on first run.
  4. Full round — 8 trials. Shuffle the cards, show one at a time, child says the opposite, you confirm. No penalty for mistakes — just “Try again: sun says…?”. End the round, celebrate, stop.
  5. Add the second rule pair (after 2–3 sessions of the single rule). Add happy face / sad face cards: “Happy face — say SAD. Sad face — say HAPPY.” Run a mixed round of 12 cards with both rule pairs interspersed. This loads cognitive flexibility on top of inhibition — exactly the upgrade Hearts & Flowers measures.
  6. Closing high-five. End with a non-opposite question — “Are you tired or ready for snack?” — to bring the child back to natural responding.

Variation: Head-Toes-Knees-Shoulders (HTKS) — child does the opposite of the body-part you call. Opposite Claps — you clap once, they clap twice; you clap twice, they clap once. Color Game / Shape Game (DCCS) — sort cards by colour, then switch to sorting the same cards by shape. Stand-Sit Switch“When I say stand, you sit; when I say sit, you stand.” No cards needed for these variants.

Requirements

  • Space: Small table or floor space; child seated
  • Surface: Any flat surface for the cards
  • Materials: 8–16 small index cards or printed clip-art cards (sun, moon, happy face, sad face); a marker; optional sticker chart for sessions completed
  • Participants: 1 adult + 1 child; pairs of siblings can take turns being the card-shower
  • Supervision: Adult-led; close attention to wording (consistency matters)

Rationale & Objective

The Day/Night Stroop (Gerstadt, Hong & Diamond, 1994, Cognition) is one of the foundational measures of preschool inhibitory control: 3.5-year-olds score ~30% correct, 5-year-olds ~75%, and 7-year-olds approach ceiling. Davidson, Amso, Anderson & Diamond (2006, Neuropsychologia) extended this with Hearts & Flowers — performance on mixed-rule blocks continues developing through age 13. The home version is a training game, not an assessment — but training adjacent skills using the same paradigm has good evidence. Ponitz et al. (2008) and Cameron Ponitz et al. (2009) validated the Head-Toes-Knees-Shoulders task as both a measure and a target of intervention; Tominey & McClelland’s (2011) and Schmitt et al.’s (2015) Red Light/Purple Light RCT showed that short, joyful, repeated practice of opposites-style games raises both self-regulation and kindergarten academic outcomes. Diamond & Ling (2016) clarified the key dosing principle: brief, novel, joyful practice beats long repetitive drills — exactly the 10-minute structure used here. Honest framing: inhibitory control trained this way transfers most reliably to similar inhibitory tasks; transfer to classroom self-regulation is real but modest, requiring weeks of practice. The “no penalty for mistakes” rule is critical — punitive Stroop training shifts the child into a stress response that itself impairs inhibitory control.

Progress Indicators

  • Early: gets confused by the rule; says the actual picture name (“sun!”) rather than the opposite; manages 2–3 of 8 trials; needs the rule re-stated before each card
  • Developing: gets the rule but slow — 2–3 second pauses; manages 5–6 of 8 trials; occasionally lapses on the harder card; tolerates the mixed-rule round only briefly
  • Proficient: 7–8 of 8 trials correct, paced steadily; manages the mixed two-rule round (10/12 correct); self-corrects (“oh wait — NIGHT”)
  • Advanced: handles the mixed two-rule round at speed; tolerates a third rule pair (color → shape, or stand/sit added); generates own opposite-game rules (“hey, let’s do up means down”)

Safety Notes

  • This is a verbal game — no physical risks, but watch arousal; if the child becomes frustrated, stop and laugh together about the trickiness, never push
  • Avoid framing the game as a “test” — present it as a silly opposite challenge, not a measure of cleverness
  • Do not score against siblings competitively — comparison flips the joyful frame and shifts into performance anxiety
  • For children with speech-sound difficulties (still developing /s/ or /n/), accept approximations as correct; the cognitive work happens before articulation
  • Skip after a long screen session — the brain’s executive resources are depleted and the game will feel impossibly hard
  • If a child consistently scores under 30% across 3–4 sessions, drop down to the simpler Stand-Sit Switch (more concrete) or wait 2–3 months before retrying

Hints

  • Playfulness: silly voice for the wrong answer (“NIGHT in a frog voice!”); turn the cards into stick-figure characters with names; trade roles for one round so the child shows you the cards
  • Sustain interest: rotate the card pair monthly (sun/moon → happy/sad → fish/bird → big/small); introduce the mixed two-rule round only when the single rule is fluent; add the HTKS body version for outdoor or movement breaks
  • Common mistake: going too fast (working memory can’t keep up); penalising wrongs (kills the playfulness); skipping the warm-up trials (sets up failure); over-using one rule until it itself becomes automatic (then you’d need to flip it)
  • Limited space: verbal-only — “I say UP, you say DOWN; I say HOT, you say COLD” needs nothing. Works in any waiting room or car ride
  • Cross-domain: inhibitory control (executive function); rule-following (self-regulation); vocabulary of opposites (language); response selection (cognitive flexibility); turn-taking (social)
  • Progression: single rule, slow → single rule, faster pace → second rule added (mixed block) → third rule added (deep mixed) → body version (HTKS) → child invents own rule pair

Sources

  • Gerstadt, C. L., Hong, Y. J. & Diamond, A. (1994). "The relationship between cognition and action: Performance of children 3.5–7 years old on a Stroop-like Day-Night Test." Cognition, 53(2), 129–153
  • Davidson, M. C., Amso, D., Anderson, L. C. & Diamond, A. (2006). "Development of cognitive control and executive functions from 4 to 13 years: Evidence from manipulations of memory, inhibition, and task switching." Neuropsychologia, 44(11), 2037–2078
  • Ponitz, C. E. C., McClelland, M. M., Jewkes, A. M., Connor, C. M., Farris, C. L. & Morrison, F. J. (2008). "Touch your toes! Developing a direct measure of behavioral regulation in early childhood." Early Childhood Research Quarterly, 23(2), 141–158
  • Cameron Ponitz, C. E., McClelland, M. M., Matthews, J. S. & Morrison, F. J. (2009). "A structured observation of behavioral self-regulation and its contribution to kindergarten outcomes." Developmental Psychology, 45(3), 605–619
  • Tominey, S. L. & McClelland, M. M. (2011). "Red light, purple light: Findings from a randomized trial using circle time games to improve behavioral self-regulation in preschool." Early Education & Development, 22(3), 489–519
  • Schmitt, S. A., McClelland, M. M., Tominey, S. L. & Acock, A. C. (2015). "Strengthening school readiness for Head Start children: Evaluation of a self-regulation intervention." Early Childhood Research Quarterly, 30, 20–31
  • Diamond, A. & Ling, D. S. (2016). "Conclusions about interventions, programs, and approaches for improving executive functions that appear justified and those that, despite much hype, do not." Developmental Cognitive Neuroscience, 18, 34–48
  • Zelazo, P. D. (2006). "The Dimensional Change Card Sort (DCCS): A method of assessing executive function in children." Nature Protocols, 1(1), 297–301
  • Best, J. R. & Miller, P. H. (2010). "A developmental perspective on executive function." Child Development, 81(6), 1641–1660
  • Head Start ELOF — Approaches to Learning (P-ATL 6: cognitive self-regulation; P-ATL 10: managing actions)

A card-based “Stroop” game adapted for 5-year-olds — the child says “day” to a moon picture and “night” to a sun picture, overriding the automatic naming response. Trains selective attention with inhibitory control — the ability to suppress the prepotent answer and select the rule-governed one. The classic developmental-psychology paradigm shrunk into a 10-minute home protocol.

  1. Make the cards. 8 white index cards: 4 with a sun drawing, 4 with a moon drawing. Stick-figure quality is fine — clarity beats art. Clip-art prints work too.
  2. State the rule. “This is the Opposite Game. When you see the sun, you say night. When you see the moon, you say day.” Demonstrate 2 cards yourself. Then ask the child to teach the rule back to you.
  3. Run a warm-up of 4 trials. Slow pace. Praise effort even on mistakes (“That’s the tricky part — sun says NIGHT”). Don’t be discouraged if 3 of 4 are wrong on first run.
  4. Full round — 8 trials. Shuffle the cards, show one at a time, child says the opposite, you confirm. No penalty for mistakes — just “Try again: sun says…?”. End the round, celebrate, stop.
  5. Add the second rule pair (after 2–3 sessions of the single rule). Add happy face / sad face cards: “Happy face — say SAD. Sad face — say HAPPY.” Run a mixed round of 12 cards with both rule pairs interspersed. This loads cognitive flexibility on top of inhibition — exactly the upgrade Hearts & Flowers measures.
  6. Closing high-five. End with a non-opposite question — “Are you tired or ready for snack?” — to bring the child back to natural responding.

Variation: Head-Toes-Knees-Shoulders (HTKS) — child does the opposite of the body-part you call. Opposite Claps — you clap once, they clap twice; you clap twice, they clap once. Color Game / Shape Game (DCCS) — sort cards by colour, then switch to sorting the same cards by shape. Stand-Sit Switch“When I say stand, you sit; when I say sit, you stand.” No cards needed for these variants.

The Day/Night Stroop (Gerstadt, Hong & Diamond, 1994, Cognition) is one of the foundational measures of preschool inhibitory control: 3.5-year-olds score ~30% correct, 5-year-olds ~75%, and 7-year-olds approach ceiling. Davidson, Amso, Anderson & Diamond (2006, Neuropsychologia) extended this with Hearts & Flowers — performance on mixed-rule blocks continues developing through age 13. The home version is a training game, not an assessment — but training adjacent skills using the same paradigm has good evidence. Ponitz et al. (2008) and Cameron Ponitz et al. (2009) validated the Head-Toes-Knees-Shoulders task as both a measure and a target of intervention; Tominey & McClelland’s (2011) and Schmitt et al.’s (2015) Red Light/Purple Light RCT showed that short, joyful, repeated practice of opposites-style games raises both self-regulation and kindergarten academic outcomes. Diamond & Ling (2016) clarified the key dosing principle: brief, novel, joyful practice beats long repetitive drills — exactly the 10-minute structure used here. Honest framing: inhibitory control trained this way transfers most reliably to similar inhibitory tasks; transfer to classroom self-regulation is real but modest, requiring weeks of practice. The “no penalty for mistakes” rule is critical — punitive Stroop training shifts the child into a stress response that itself impairs inhibitory control.