Activity
Phone call
A phone call is one of the first ways a child talks to someone they cannot see. It asks a lot of a young child: waiting for a turn, listening to a voice without a face, and saying something back that makes sense to the person on the other end. A calm, well-made episode about phoning shows that whole exchange slowly enough for a child to follow, and gives them words to borrow the next time the phone is handed to them.
For 2-year-olds
At two, a phone call is mostly imitation. A toddler holds something to their ear, says hello, chatters, and hangs up, often without waiting for an answer. Look for episodes where the call is short, the ringing is soft rather than startling, and the camera stays with one character long enough to show the whole small ritual of picking up, greeting, and putting down. Hearing the same greeting repeated is what makes it stick.
For 3-year-olds
Three-year-olds start to grasp that a real person is on the other end, though they often forget that person cannot see what they are pointing at. Episodes that show both sides of the call, cutting between the two speakers, make the invisible half visible. Watch for clear pauses where one character waits while the other talks. That silence teaches turn-taking better than any explanation, and it gives your child a model for their own calls with family.
Blue's Clues & You!
Meet Josh!
recommended age
Unlock
co-watching from 2
Josh, the new host of the Blue's Clues game, arrives home and tries to work out what his puppy Blue wants with her snack. With help from the viewer and a video call to his cousins Steve and Joe, he finds three paw-print clues, a cup, a straw and a cow, drawing each in his notebook and visiting an animated farm along the way. Sitting in his thinking chair, he reasons that cows make milk, so Blue wants milk poured in a cup to drink with a straw. The episode ends with a snack party and a closing song.
Pocoyo
Who's on the Phone?
recommended age
Unlock
co-watching from 2
Pocoyo finds a pink telephone and cannot work out what it is. Guided by the narrator and helped by his friend Pato, he experiments, listens, and learns to answer it by saying 'hello'. The caller turns out to be his friend Ellie, who is inviting everyone to a party. The episode ends with Pocoyo and his friends gathered together at Ellie's celebration.
Max & Ruby
Max Misses The Bus
recommended age
Unlock
co-watching from 2
Ruby wants to take her younger brother Max on the bus to visit their friend Louise. Each time a bus is due, Max insists on bringing another toy or says 'Stay home', and the pair keep missing it while Ruby checks the schedule and phones Louise to explain. After the very last bus has gone, Louise grows tired of waiting and takes the bus to their house instead. The two friends are reunited at home, and Max gets the last word with 'Stay home'.
If You Give a Mouse a Cookie
Mouse Minds the Store
recommended age
Unlock
co-watching from 3
Mouse wants a bubble bath but discovers everyone is out of it, so he heads to the neighbourhood store. When he finds Mr. Abernathy closing up to see his kid's dance recital, Mouse and Pig volunteer to run the store and call in Moose, Cat and Dog to help. The friends redecorate, bake and welcome shoppers, turning it into a lively store the whole town enjoys. As thanks, Mr. Abernathy gives them the bubble bath, and Mouse finally heads home to take his bath with Oliver.
Handy Manny
Pet Problem
recommended age
Unlock
co-watching from 2
Manny, a repairman with a set of talking tools, gets a call from Cassie that the rabbit cage at her pet shop is broken. On the way the tools daydream about getting their own pet, and once at the shop an accident sets all the rabbits loose. Manny keeps everyone calm and they lure the bunnies back with food before fitting a new latch and fixing the cage. By the end the tools decide their robot dog Fix-It is pet enough, since real pets are a lot of work.
Super Truck of Car City
The Sun Truck
recommended age
Unlock
co-watching from 2
Little Amber hurries through Car City on her way to the fair, where Jerry and the other small cars are choosing which ride to go on first. Just as they pick the Ferris wheel, the power at the fairground cuts out, and Tom cannot fix it alone. The group calls Carl, who returns to his workshop and is fitted with large solar panels. He drives to the fairground, unfolds the panels towards the sun, connects them to the power supply, and the rides light up again so the little cars can carry on.
Ben and Holly's Little Kingdom
The Royal Fairy Picnic
recommended age
Unlock
co-watching from 2
Princess Holly's family prepares for a royal fairy picnic with their magic basket. Holly invites her best friend Ben Elf, who packs real sandwiches, cheese, and fruit from home. At the picnic Nanny Plum tries to conjure magic jelly, but the spell escalates into a flood that only a powerful stop spell can halt. The stop spell cancels every piece of magic food too, so Ben quietly shares his elf lunch with the whole royal party.
For 4-year-olds
Around four, phoning enters pretend play. Children call imaginary friends, take orders in a play shop, and phone for help when a toy is in trouble. What helps at this stage is seeing a call that carries actual content: a question asked, an answer given, a plan made. Episodes where a character phones someone to solve a problem show that talking can change what happens next, which is a big idea for a four-year-old.
Bluey
Grannies
recommended age
Unlock
co-watching from 2
Bluey and Bingo dress up as grannies Janet and Rita and play out a world of shopping for beans and driving to the shops. They fall into an argument over whether grannies can do the floss dance, and video-call their Nana to settle it. When Bluey is proven right, Bingo stops playing, so Mum asks whether Bluey would rather be right or keep her sister in the game. Bluey teaches Nana the floss so Bingo can be right too, and the sisters happily return to their granny game.
Bluey
Takeaway
recommended age
Unlock
co-watching from 2
Dad takes Bluey and Bingo to the Golden Crown takeaway to pick up dinner, but Mum has forgotten the spring rolls, so the family has to wait. To pass the time the girls invent a string of games, running a pretend restaurant, becoming 'Tap Girl', and flooding the floor with the water tap while Dad tries to read the newspaper and answer their endless questions. After many rounds of 'five more minutes' and a plate of fortune cookies, the spring rolls are finally ready. The family collects the food and heads home for shower time.
Bluey
The Doctor
recommended age
Unlock
co-watching from 2
Bluey, Bingo and their friends set up a make-believe doctor's office, with one child answering the phone as receptionist Edna and another playing the doctor. Patient after patient arrives with wildly invented problems, a crocodile on the head, arms that fall off, a belly full of hippos, while one friend keeps waiting for a turn to be seen. The game plays out in a bright playroom with chairs lined up as a waiting room. It ends on a pun as the still-waiting character resolves to 'just be patient.'
Doc McStuffins
That's Just Claw-ful
recommended age
Unlock
co-watching from 2
Emmy brings her new puppy Rudy to the backyard, where the dog snatches and buries Hermie the toy crab, breaking off his claw. Doc takes Hermie to her clinic, reattaches the claw, then notices it is too weak to hold anything. She calls her mother for a second opinion and learns about physical therapy, a set of exercises to rebuild strength. After a song and steady practice, Hermie's arm works again and the puppy settles down.
Carl the Collector
The Sweater Collection/New Bus Stop
recommended age
Unlock
co-watching from 4
Carl, a young raccoon who loves collecting things, stars in two stories. In the first, his grandfather Pop Pop knits him a sweater that turns out too itchy to wear, and after his blunt comments upset his friends, Carl learns that honesty works best when it is also kind. In the second, Carl's bus stop is moved a few blocks away, so with his friends he makes a map, marks landmarks and practices the walk until he can reach the new stop alone. Both stories end with Carl succeeding, keeping the sweater for his teddy bear and managing the new route on his own.
For 5-year-olds
Five-year-olds can hold a short call on their own and are ready for the manners around it. Saying who you are, asking for the person you want, listening before speaking, ending politely. Look for episodes where a character remembers a message and passes it on, or realises halfway through that they forgot to say something important. This is also the age to notice how a call feels when the other person is far away, and why hearing a familiar voice matters.
Fancy Nancy
Nancy's Devine Sleepover
recommended age
Unlock
co-watching from 3
Nancy takes her little sister JoJo for a sleepover at the fancy Mrs. Devine's house and packs a survival kit to help JoJo feel brave. Once the lights go out, it is Nancy herself who cannot sleep because she misses her parents. With Mrs. Devine's kindness and a phone call home, Nancy learns that feeling homesick in a new place is normal. She decides to stay and the sleepover ends happily.
Rosie's Rules
Abuela's Birthday
recommended age
Unlock
co-watching from 2
Rosie Fuentes learns it is Abuela's birthday but Abuela lives far away in Mexico City. She decides to mail a whole birthday party in a box, and with help from her family she works out that she needs a name, an address, and postage before the mail carrier can send it. She grows impatient waiting, calms herself, and finally hands the box to Miss Maya. The episode ends with the family gathering for a video call to celebrate Abuela's birthday together.
The Magic School Bus
All Dried Up
recommended age
Unlock
co-watching from 2
Ms. Frizzle's class builds a desert diorama and Phoebe becomes convinced the desert animals need rescuing from heat, hunger and thirst. The magic school bus flies them into a real desert, where they watch a lizard, jackrabbit, tortoise and other animals cope with the harsh conditions on their own. A sudden rainstorm floods the land and, by morning, the desert blooms, showing how everything there is adapted to survive. The episode closes with a phone call in which a caller quizzes the bus about desert facts and asks after Phoebe.
The Magic School Bus
Meets the Rot Squad
recommended age
Unlock
co-watching from 2
Ms. Frizzle's class holds a rotten-food contest, and winner Wanda receives a young tree she wants to plant in a vacant lot full of dead logs. When Wanda calls a service to haul away one rotting log, the Magic School Bus shrinks the class to bug size so they can see the fungi, beetles and slime molds living inside it. The children learn that rot is nature recycling itself and race to stop Larry from removing the log. In the end they save it, plant Wanda's tree, and feed it compost.