Skip to content
Computing · Year 1

Active learning ideas

How Technology Helps Us Learn

Active learning lets young children connect digital tools to real skills, making abstract ideas concrete through touch and talk. For this topic, hands-on trials with apps and websites turn passive screen time into purposeful practice that mirrors classroom lessons.

National Curriculum Attainment TargetsKS1: Computing - Information TechnologyKS1: Computing - Digital Literacy
25–45 minPairs → Whole Class4 activities

Activity 01

Stations Rotation45 min · Small Groups

Stations Rotation: App Discovery Stations

Prepare four stations with tablets: phonics app, maths game, story reader, drawing tool. Small groups spend 8 minutes at each, recording one learning help like 'sounds letters'. Gather to share notes on charts.

How does your favourite learning app help you get better at something?

Facilitation TipDuring App Discovery Stations, circulate with a clipboard to note which apps prompt children to verbalize their strategies, not just tap the screen.

What to look forAsk students: 'Choose one learning app you used today. Tell us how it helped you get better at one thing. What did you like most about using it?' Listen for specific examples of skills practiced and features used.

RememberUnderstandApplyAnalyzeSelf-ManagementRelationship Skills
Generate Complete Lesson

Activity 02

Experiential Learning30 min · Pairs

Pairs Activity: Book and App Match-Up

Pairs select a topic like animals, read from a book, then use a related app. Draw or list three similarities and three differences, such as 'book has pictures, app speaks words'. Present one pair finding to class.

What is the same and what is different about learning with a computer and learning with a book?

Facilitation TipWhen pairs complete the Book and App Match-Up, ask guiding questions like 'How does the app show you your answer was right?' to deepen reflection.

What to look forProvide students with two cards: one with a picture of a book, the other with a tablet. Ask them to draw one way learning with the book is the same as learning with the tablet, and one way it is different. Review drawings for understanding of comparative learning methods.

ApplyAnalyzeEvaluateSelf-AwarenessSelf-ManagementSocial Awareness
Generate Complete Lesson

Activity 03

Experiential Learning40 min · Small Groups

Small Groups: Design Your Learning App

Groups choose a skill like shapes, brainstorm features such as games or rewards, and draw two app screens with labels. Explain designs in a class showcase, answering 'how does it help learning?'

If you could make a new app to help children learn, what would it do?

Facilitation TipWhile small groups design apps, provide sticky notes labeled 'skill', 'feedback', and 'fun' to help children structure their ideas before drawing.

What to look forGive each student a small piece of paper. Ask them to draw one idea for a new learning app and write one sentence about what it would help children learn. Collect these to gauge creativity and understanding of app functions.

ApplyAnalyzeEvaluateSelf-AwarenessSelf-ManagementSocial Awareness
Generate Complete Lesson

Activity 04

Experiential Learning25 min · Whole Class

Whole Class: Favourite App Circle

Each child shares their top app and one way it helps, using a talking stick. Class votes on common benefits and adds to a shared poster. Follow with quick paired try of a new app.

How does your favourite learning app help you get better at something?

Facilitation TipIn Favourite App Circle, model how to describe a feature and a learning benefit in one sentence to scaffold concise explanations.

What to look forAsk students: 'Choose one learning app you used today. Tell us how it helped you get better at one thing. What did you like most about using it?' Listen for specific examples of skills practiced and features used.

ApplyAnalyzeEvaluateSelf-AwarenessSelf-ManagementSocial Awareness
Generate Complete Lesson

A few notes on teaching this unit

Young learners benefit from seeing technology as a tool that requires effort, not magic. Spend time modeling how to notice feedback and adjust actions, just as they would with a book or worksheet. Avoid assuming children intuitively transfer classroom routines to apps; explicitly link the app’s language to the skill you’re practicing. Research suggests that guided reflection after screen time helps children connect enjoyment with learning outcomes.

Students will explain how technology supports specific skills, compare digital and non-digital learning, and contribute ideas for new tools. Success looks like focused engagement, clear explanations, and thoughtful designs that show understanding of learning goals.


Watch Out for These Misconceptions

  • During App Discovery Stations, watch for children who believe apps teach automatically without effort.

    Pause at each station and ask, 'What did you do when the app gave you a hint? How did you try again?' Use the device’s feedback screen to point out the child’s actions and improvements.

  • During Book and App Match-Up, watch for children who see apps only as fun games unrelated to real learning.

    Guide pairs to read the app’s short description aloud, then point to specific words like 'count', 'read', or 'solve'. Ask, 'How is this like the work we do with books or counters?'

  • During Design Your Learning App, watch for children who assume computers always outperform books.

    Provide a simple comparison chart with two columns: 'Books show pictures quietly' and 'Apps let me touch and hear'. Ask groups to add one example under each heading before designing.


Methods used in this brief