Behaviour
Arguing
Arguing is part of how young children learn to hold their own ground and still stay close to the people they love. Watching characters disagree, feel the sting of it and find a way back gives a child a rehearsal space that feels safer than a real fight with a sibling or a friend. A calm, well-made series can slow a conflict down enough for a child to see what happened and how it was mended.
For 2-year-olds
At two, a disagreement is mostly about wanting the same thing at the same time. A child this age cannot yet share on request or explain what went wrong, so what registers is the feeling: a raised voice, a turned back, then comfort. Look for very short, simple clashes where the upset is quickly named and repaired, with plenty of quiet after it. Long stretches of tension or shouting are more than a two-year-old can hold.
Donkey Hodie
Superhero Squabble
recommended age
Unlock
co-watching from 2
Donkey Hodie and her best friend Panda play superheroes and invent a mission to protect a mailbox from a made-up 'mailbox snacker'. They disagree about whose pretend power is better, and the argument grows until they declare maybe they should not be friends anymore. Each one takes a deep breath to calm down, sings about whether their friendship is over, and works up the courage to apologize. They make up, agree that friends can argue and still be best friends, and team up to finish their superhero game.
Bea's Block
Best Square Chef
recommended age
Unlock
co-watching from 2
Bea and her friends set out to make a pizza lunch, but Ty and Lexi cannot agree on toppings, one wanting peppers and pickles and the other pepperoni and pineapple. Bea calls a kindness club meeting, and the two turn cooking into a 'Best Square Chef' contest that soon slides into unkind jabs. After Bea plays back a recording of their bickering and leads a song about trying new foods, the friends taste each other's pizzas and both enjoy them. They apologise, and the episode ends with everyone sharing a combined pizza together.
Silly Sundays
Make a Wish
recommended age
Unlock
co-watching from 2
Three siblings, Sonia, Ugo and Mel, find a golden lamp and try to summon a genie, then discover they can make wishes by blowing dandelion seeds in their seaside garden. They chant rhymes, retry when wishes go wrong, and briefly blame each other when the dandelions run out. Granny gathers them and shares that a wish can be made on anything, and that they can help wishes along through their own actions. The episode closes with the children wishing to make each other laugh and a short music-and-dance segment.
For 3-year-olds
Three-year-olds are starting to use words instead of grabbing, and they need to hear those words modelled. Their arguments are still about objects and turns, and they often end because an adult steps in. Helpful stories show a character saying plainly what they want, someone listening, and a fair fix everyone can follow. A visible sequence, upset, talking, back to playing, matters more at this age than any lesson about feelings.
Phoebe & Jay
Paint on the Mail
recommended age
Unlock
co-watching from 2
Siblings Phoebe and Jay live in an apartment building called Tobsy Towers with their dad and grandma. When wet paint smears the addresses on two packages, the family delivers them by reading the leftover clues, floor numbers, apartment letters, and wayfinding signs, meeting several neighbors along the way. They reach the right doors, make new friends, and learn that a kind neighbor named Mr. Gurley never gets any mail. The episode ends with the children hand-delivering him a gift that blends their two favorite games.
Jessica's Big Little World
Little Twin
recommended age
Unlock
co-watching from 2
Jessica meets a girl named Myra at the park and, because they look so alike, decides they are 'twins'. As they play bubbles, hopscotch, share a sandwich and dig in the sandbox, they keep discovering they like different things, which leads to an argument. With gentle advice from Grandma Jojo, Jessica apologises and the two combine their ideas into a shared 'space castle kingdom'. They end the day playing together as friends who are happily different.
The Hive
Babee's Room
recommended age
Unlock
co-watching from 2
In this episode of The Hive, young bees Buzzbee and Rubee wait at home with Grandma and Grandpa while their parents are at the hospital to collect a new baby. Each child decides the baby should share their room and sets about making mobiles, paintings, dances and tidy spaces to win the baby over. When Mama and Papa arrive home, they explain that the baby is too small to share a room yet and will sleep with them for now, but will visit and enjoy both children's rooms. The episode ends with the parents inviting the two to help change the baby's nappy.
For 4-year-olds
By four, children argue about rules and fairness, and they start to notice that the other person also has a side. This is the age where they can follow a story in which two characters both think they are right. Look for conflicts that come from a real difference of opinion and get worked out by the children themselves, with an adult nearby rather than deciding for them. Apologies that mean something, rather than a quick sorry, land well now.
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.
The Berenstain Bears
Too Much TV
recommended age
Unlock
co-watching from 2
In their woodland home, Mama Bear decides Brother and Sister are watching too much television and bans it for a week, and Papa has to give up his hockey too. Bored at first, the cubs invent a pretend cardboard TV, then start identifying birds and keeping a checklist, and the family spends a night naming stars and watching a meteor. When Saturday returns and the TV comes back on, the cubs stay just as keen on spotting birds outside. The episode ends with Brother rushing to show Sister a scarlet tanager through the binoculars.
Doc McStuffins
Rescue Ronda, Ready for Take-off
recommended age
Unlock
co-watching from 2
Doc's toys are playing basketball in the backyard when Chili the snowman gets stuck up in the hoop and the rescue helicopter Rhonda crashes trying to help. Doc examines Rhonda, and after seeing Luca's mother remove a splinter from his finger, she realizes a twig from the same bush is jamming Rhonda's propellers. Doc removes the twig and reassures the nervous helicopter, who then flies up and rescues Chili. The episode ends with the toys celebrating the successful rescue and the repaired helicopter.
Bluey
Mount Mumandad
recommended age
Unlock
co-watching from 2
Sisters Bluey and Bingo turn their parents, sprawled on the couch, into 'Mount Mumandad' and race to plant a flag at the top. Bingo falls behind under a heavy backpack, Bluey cheats to get ahead, and their argument sparks a pretend avalanche and storm. The sisters take shelter in a tent, play card games, and Bluey apologises for cheating. When the storm passes they climb the last stretch together, and Dad explains the mountain is conquered by unselfish teamwork.
Bluey
Mums and Dads
recommended age
Unlock
co-watching from 2
At their kindy, a group of puppy friends play a game of Mums and Dads, taking turns as parents caring for a toy baby named Polly. Rusty and Indy fall out when they disagree about whether mums go to work, so a teacher suggests they play with other friends instead. The children move through the playground trying the game with different partners while a pretend baby keeps causing chaos. In the end Rusty and Indy apologise, agree that mums can work if they want, and happily start the game again.
Bluey
Spy Game
recommended age
Unlock
co-watching from 2
At a riverside park, Bluey and a group of friends invent a spy game where 'potion grass' is used to control the grown-ups, while the parents run a barbecue nearby. When Bingo is stuck with the boring grass-gathering job she quits, and the game slowly falls apart without her. Muffin's dad explains that everyone has a place in the pack, and Bluey coaxes Bingo back by promising something fun. The episode ends with Bluey letting Bingo take the first turn, and the spell finally works.
Bluey
Teasing
recommended age
Unlock
co-watching from 2
In a suburban Australian home, dog sisters Bluey and Bingo start the morning fighting over a toothbrush, and Dad tells them to stop teasing. The girls counter that Dad teases them constantly, recalling his password guard game, renaming them, pretending to be Mum, and joking about selling them to the monkey house. Dad argues back that the kids tease him too, and the family trades memories of their games. When one of Dad's jokes goes too far, he apologizes and the two sides land on the difference between playing and teasing.
Pete the Cat
The Band's First Gig
recommended age
Unlock
co-watching from 2
Pete the Cat and his friends practise as a band and decide to surprise the whole town with a concert at the picnic. Callie makes a detailed plan, but nerves set in and then a strong wind blows away the backdrop and drowns out their music. Remembering his brother Bob's advice to focus on having fun rather than on the plan, Pete leads the band to play anyway. They enjoy themselves, the town cheers, and their first gig turns out to be a success.
Bluey
Work
recommended age
Unlock
co-watching from 2
Two sisters and their young cousin turn the living room into a pretend office where they make drain pipes for pay. Bluey plays the boss and grows increasingly bossy, ordering her workers to be her chair and clean with their bottoms, and firing the cousin's frog character for dancing. Outside, the frog keeps dancing and is spotted by a famous ballerina named Pavlova, who invites Bingo's rabbit to perform. The game ends with a dance on a glowing theatre stage.
Doozers
Bubbles
recommended age
Unlock
co-watching from 3
The Pod Squad, Spike, Molly Bolt, Daisy Wheel and Flex, borrow Professor Gimbal's new all-in-one cleaning machine to tidy the old Doozer Depot. They each want to use a different function and keep switching the controls, which breaks the machine and fills Doozer Creek with super-strong bubbles that cannot be popped. After trying to clear the bubbles on their own and failing, they learn from the professor's example of ants working together. They build a super vacuum, attach it to their vehicle, and clean up the bubbles as a team.
For 5-year-olds
Five-year-olds argue with friends about belonging and loyalty, and a fight can genuinely hurt for a while. They can follow a disagreement that stretches across a whole story and sit with the discomfort in between. Look for series where a character stays cross for a bit, thinks it over, and repairs the friendship on their own terms. Seeing that a bad hour with a friend does not end the friendship is the reassuring part.
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.
Arthur
Muffy Misses Out
recommended age
Unlock
co-watching from 3
Muffy, a confident organizer at Lakewood Elementary, is thrilled to visit Italy with her father but worries about leaving her friends to run the school bake sale. While she is away, the friends swap her Italian theme for New Orleans beignets and jazz, and the sale is a hit, which leaves Muffy feeling unneeded. When her friends realize how much her ideas and presence meant, they bring her back to help settle a disagreement over decorating the stage curtain. A short closing segment has real children explain who civil rights leader John Lewis was.
For 6-year-olds
At six, children read the social layers around a conflict: who took whose side, what was fair, what was said in the heat of it. They can enjoy stories where nobody is entirely in the right and the ending leaves a little unresolved. Look for characters who argue with real personalities behind them and who negotiate rather than being corrected. Some humour helps here, since a six-year-old can laugh at a squabble and still take the point.
Fraggle Rock
The Preachification of Convincing John
recommended age
Unlock
co-watching from 2
Mokey Fraggle grows troubled that Fraggles keep eating the crystal towers the hard-working Doozers build, so she persuades her friends to swear an oath to stop, even bringing in the smooth-talking Convincing John to sway everyone. Soon Fraggle Rock fills with unfinished buildings, and Mokey discovers the Doozers actually need the Fraggles to eat their towers so they have room to keep building. She admits she was wrong, apologizes, and releases everyone from the oath. Alongside this, Doc putters in his workshop with his dog Sprocket, puzzling over how to sew a button onto a fried egg.
Craig of the Creek
The Future Is Cardboard
recommended age
Unlock
co-watching from 4
Craig meets Carter Brown, a boy obsessed with cardboard who recruits him to help build and mobilise an elaborate cardboard city. Absorbed in the project, Craig pushes away his friends Kelsey and JP, and they wander off and discover another cardboard town Carter once abandoned. When Carter uses a giant cardboard robot to crush the rival city, Craig realises building means nothing without his friends. The three reunite, stop the robot, and Carter storms off vowing to return.
Pinecone & Pony
The Pony Express
recommended age
Unlock
co-watching from 4
Two young warriors, Pinecone and Annabelle, are sent by their leader Gladys to deliver a package to a wizard before sundown. On the way they bicker over routes and leadership, egged on by a hidden Wood Imp who whispers lies to each of them. When they discover the imp is behind the fight and has stolen the package, they build a trap, distract the imp, and recover it. They deliver the package together and agree they make a good team.