My son loves cherry tomatoes. He picks which one I cut next, and I slice it up for him. It’s a little snack ritual.
The other day he stopped eating them and started lining them up instead. Yellow ones here. Orange ones there. Red. Then the weird reddish-brown ones that can’t decide what they are. He made a rainbow across the counter, completely unprompted.
A few days later, we sat down and built a sorting game on the computer. Emoji animals and emoji vehicles drop onto the screen, and you drag each one to either a garage or a grassy field. He got it instantly. He’d already done the hard cognitive work of sorting – with tomatoes, and with a hundred things before that – so the screen version was just a new surface for something he already understood.
Physical first, digital second. That way there’s something for the digital to hook onto.
Why Physical Matters
Young kids learn through their bodies first.
Piaget’s stages of cognitive development put children under seven in the preoperational stage , where thinking is tied to concrete, tangible experience. The abstract reasoning a screen asks for doesn’t fully come online until much later. Children this age think by doing. They need to touch, move, sort, stack, and break things in order to build their mental models.
Montessori worked this out over a century ago: concrete before abstract. Let children handle real objects until the concept lives in their hands, then bring in the symbolic version. Research on embodied cognition backs it up – physical manipulation lays down sensorimotor traces that anchor learning in a way flat visual input can’t manage on its own.
When my son sorted the tomatoes by color, he was making decisions. This one’s orange, not red. This one’s somewhere in between – where does it go? That’s where the real cognitive work happened. The game on the computer just handed him a new place to do the same thing.
Screens are visual and auditory, and that’s all. Which is fine for adults, who have decades of physical experience to draw on. But for a three-year-old still assembling those mental models, starting on a screen is like reading the manual before you’ve ever held the tool. You end up with a thin idea of it – no texture, no heft.
I’m not anti-screen. My son learned to read with an iPad app, and we build browser games together for the fun of it. But the pattern is clear in our house: when we do a physical version of a concept first, the digital version lands faster, sticks longer, and is more fun for both of us.

The Pattern
1. Physical exploration. Hands-on, no screens. The concept shows up through play.
2. Connection. Talk about what just happened. “You sorted the tomatoes by color – what other ways could we sort them?”
3. Digital creation. Build something on the computer that uses the same concept. “Want to make a sorting game?”
4. Play. Actually play with what you built. The kid sees their physical understanding reflected back on the screen.
The step between 2 and 3 is the one that does the real work. When my son sits down at the computer after sorting tomatoes, sorting isn’t new to him – he recognizes it. “Oh, this is like the tomatoes!” The concept carries over.
Real Examples
Here’s how it plays out across different computational thinking concepts.
Sequencing
Physical: The steps for washing the car. First you rinse it. Then soap. Then scrub. Then rinse again. Order matters – soap without water does nothing.
Digital: We made a car wash game where the tools appear on screen (water, soap, sponge) and you click them in the right order to wash the car. He already knew the sequence from doing it for real. The game just let him run it on repeat, without the running water.
Patterns
Physical: I point these out everywhere. Stripes on a crosswalk. Alternating fence posts. The rhythm of windshield wipers. Once you start naming patterns, a three-year-old will not let you stop.
Digital: We made a pattern-prediction game using pictures of his favorite airplanes. A sequence appears – Airbus Beluga, Super Guppy, Airbus Beluga, Super Guppy – and he picks what comes next. He was already pattern-hunting in the wild; the airplane game just made it more interesting.
Loops
Physical: Cleaning up his toys. Pick up a block, put it in the bin. Pick up a block, put it in the bin. The same action, repeated until done. A loop.
Digital: A maze game where you move a character forward by pressing the arrow key over and over. The loop already had a physical anchor from cleanup time: keep going until it’s finished.
Cause and Effect
Physical: Matchbox cars on a ramp. Put the car at the top, let go, watch it roll down. Line up wood blocks like dominoes and knock them over. Every action has a visible, immediate consequence.
Digital: This is every game we’ve ever made. Click a button, something happens. Change a number, something changes. But the ramps and the blocks came first, which is why cause-and-effect on a screen already makes sense to him.
What the Research Actually Says
Most developer parents skip straight to the screen – we live there, we can explain sorting in the abstract, so why bother with the tomatoes? Because we’re not three. We’ve got decades of physical experience propping up every abstract concept we meet. A toddler doesn’t have that yet, and the research explains why it matters.
Piaget’s concrete operational framework established that children under seven learn by directly manipulating their environment – they literally cannot reason abstractly yet. Their thinking is bound to what they can see and touch.
Research on embodied cognition in children shows that physical manipulation creates sensorimotor memory traces that persist and carry over to new contexts. When a child sorts objects with their hands, they’re laying down neural pathways that fire again when sorting shows up in a different form.
A 2017 study on embodied math learning found that handling objects before meeting the abstract representation improved both understanding and transfer – but only when the physical activity was directly tied to the concept. Random hands-on play didn’t help. Deliberately exploring the same idea they’d later meet on screen did.
Which is the whole reason the order matters. The point isn’t simply to play outside before screen time; it’s to explore one specific concept with your hands, then build that same concept on the screen, so a clear thread runs between the two.
The Permission to Be Low-Tech
There’s a strange pressure in the developer-parent world to start kids on technology as early as humanly possible, as if your professional identity rode on your toddler being tech-forward.
Your three-year-old sorting cherry tomatoes on a cutting board isn’t falling behind. They’re building the cognitive scaffolding that will make every future digital experience meaningful instead of superficial.
There’s no need to rush past the physical parts. The screens will still be there later. The tomatoes won’t keep.
This essay is part of the thinking behind 12 Weeks of Tech Projects to Build With Your Kid – a hands-on curriculum for ages 2-6 that pairs physical activities with AI-assisted game building. No screens required for most of it.
