Quick-Draw Guessing Game — Pictures That Stand for Things
A home-made picture-guessing game — one player draws a secret thing, the other guesses it — that shows the child a drawing is a message standing for something real, not just marks on paper.
- Together, fill a bowl with 10–15 small familiar objects or toy animals (spoon, sock, key, toy cat, banana, toothbrush). These are the “secrets.”
- You go first. Secretly pick one object, hide it in your lap, and draw it on a sheet of paper while the child watches the picture grow.
- The child guesses as you draw: “What is my picture telling you?” When they get it, bring out the real object and hold it next to the drawing.
- Compare the two: “Is my drawing a real key? Can it open the door? What does it tell you about the real one?”
- Swap roles. The child picks a secret and draws it; you guess. Guess honestly — if you are unsure, say what you can see (“something long with a round top…”) rather than pretending.
- If the guess is wrong, invite the artist to add something that would help — whiskers, a handle, stripes — and guess again.
- Finish by lining the drawings up and letting the child match each one back to its object and tell a visitor what each picture stands for.
Variation: play without the bowl — draw things that are not in the room at all (the moon, grandma’s dog, yesterday’s ice cream) so the picture stands for something that can only be remembered.
Requirements
- Space: A table or a patch of floor for two
- Surface: Table, clipboard, or a large book to lean on
- Materials: Paper and a pencil or marker; a bowl or bag of 10–15 small familiar household objects or toys
- Participants: 1 adult + 1 child; with more players the guessers take turns
- Supervision: Light — adult is a fellow player
Rationale & Objective
Knowing that a drawing of a cat represents a real cat sounds obvious to adults, but it rests on the insight DeLoache calls dual representation: a picture is both a thing in itself (lines on paper) and a stand-in for something else. Callaghan’s research on graphic symbols found that preschoolers become much better at producing drawings that another person can use to identify an object when they see their drawings succeed or fail as communication — which is exactly the feedback a guessing game supplies. Holding the real object beside the picture and talking about what the drawing can and cannot do makes the symbol–referent relationship explicit, and asking the artist to explain or improve the picture matches this subdomain’s measurement “draws a picture and explains what it represents” and Teaching Strategies GOLD Objective 14a (thinks symbolically). Vygotsky placed this kind of purposeful drawing on the direct path to written language.
Progress Indicators
- Early: draws marks or a favorite shape whatever the secret is and names it afterwards; guesses the adult’s drawings only when they are finished and obvious
- Developing: draws a recognizable outline for simple objects; guesses the adult’s drawings partway through; adds a detail when asked what would help
- Proficient: chooses the features that make the object recognizable (handle on a cup, whiskers on a cat); most drawings are guessed; explains what the picture shows and how it differs from the real thing
- Advanced: adds distinguishing details unprompted to tell similar things apart (cat versus dog); draws absent or remembered things for others to guess; uses arrows, action lines, or settings to show what the object does
Safety Notes
- Very low physical risk; use washable, non-toxic markers and keep small objects and pen caps away from children under 3
- Never laugh at or redraw the child’s picture — at 5 a drawing is a symbol, not a likeness, and criticism quickly leads to “I can’t draw”
- Some children are upset when their drawing is not guessed; treat a wrong guess as the guesser’s puzzle to solve and offer to play as a team
- If a 5-year-old cannot yet draw any recognizable shapes or shows no interest in making marks, mention it at the next pediatric or preschool check-in
Hints
- Playfulness: draw slowly and dramatically, make deliberately silly wrong guesses (“is it an elephant in a bathtub?”), and use a kitchen timer or sand timer once the child is confident
- Sustain interest: change the category — animals, foods, vehicles, people in the family, things from a favorite book — or keep the best drawings in a “guess book” to try on visitors
- Common mistake: the adult draws beautifully detailed pictures. Draw simply and quickly so the child sees that a few well-chosen lines are enough and feels their own drawings belong in the same game
- Limited space: no paper needed — draw with a finger on a steamy window, a stick in sand, chalk on the pavement, or water and a brush on a fence
- Cross-domain: naming and describing features builds vocabulary; choosing what a guesser needs to see is perspective-taking; pencil control is fine-motor practice; matching drawings back to objects is classification
- Progression: guess the adult’s drawings → draw objects in view → draw the hidden object from memory → tell similar objects apart → draw things not in the house → draw actions or little scenes for others to guess
Sources
- Callaghan, T.C. (1999), “Early understanding and production of graphic symbols,” Child Development, 70(6), 1314–1324
- DeLoache, J.S. (2004), “Becoming symbol-minded,” Trends in Cognitive Sciences, 8(2), 66–70
- Vygotsky, L.S. (1978), Mind in Society — “The Prehistory of Written Language” (drawing as early symbolism)
- Teaching Strategies GOLD — Objective 14a (thinks symbolically)
- Piaget, J. (1951), Play, Dreams and Imitation in Childhood — drawing as part of the symbolic (semiotic) function
- HighScope Key Developmental Indicators — Art (children express and represent what they observe, think, imagine, and feel)