First, reset the expectation

Can you get a toddler through a six-hour journey without a screen? Yes, and most parents did exactly that for the entire history of travel until about fifteen years ago. The trick is not a magic toy or a heroic level of parental energy. It is a realistic goal. The aim of a long journey with an under-5 is a manageable journey, not an enriching one. You are not running a mobile nursery. You are getting a small, movement-loving person from one place to another with everyone's dignity roughly intact.

Once you accept that, the job gets easier, because the two biggest tools are not entertainment at all. Movement breaks and snacks do half the work. A toddler who has run a lap of a service station, or walked the length of a train carriage twice, buys you another stretch of calm. A snack eaten slowly, piece by piece, is fifteen minutes of contented silence. Everything else on this page is built on top of those two foundations, not instead of them.

The staging principle: release, don't reveal

Here is the single most useful packing rule: a bag of small surprises released one at a time beats everything available at once. This is simple novelty economics. A toddler's attention is captured by newness, and newness is a resource you can spend or squander. Hand over five toys at the start of the journey and you have spent your entire budget in the first twenty minutes. Hand over one thing, let it run its course, and only then produce the next, and the same five items can carry you for hours.

Practically, this means a separate bag the child cannot see into, packed with six to ten small items: a couple of familiar favourites, a couple of genuinely new things (cheap is fine, new is the point), stickers, a small notebook and chunky crayons, and one or two pocket-sized travel games. Wrap one or two of them in paper if you want to stretch the novelty further; unwrapping is half the entertainment for a 2-year-old. Resist all requests to see what else is in the bag. The bag is yours. The mystery is the engine.

Key citation

Hirsh-Pasek, K. & Golinkoff, R. · research on guided play and language development consistently finds that back-and-forth interaction with an adult, even in short bursts, does more for a young child's language than passive entertainment of any kind.

What actually works: babies and young toddlers (0–2)

Under two, you are not really entertaining a child so much as keeping a rolling conversation going. The good news is that this age group is cheap to please and the research is on your side: what a baby wants most on a journey is your face, your voice and something to grip.

  • Window commentary. Narrate what is passing: "A red lorry. Sheep! Where did the sheep go?" It feels absurd to do for an hour. It is also exactly the serve-and-return talk that builds language, and it costs nothing.
  • Sticker hands. Put a sticker on the back of their hand and let them peel it off and re-stick it. Repeat. A single sheet of stickers can outlast a motorway.
  • Peek-a-boo variants. Behind the muslin, behind the seat, behind your hands. The classic never fails because object permanence is still genuinely thrilling at this age.
  • Snack archaeology. A small pot with a lid, raisins or puffs inside, perhaps wrapped in a clean cloth. Opening, finding, eating and re-hiding is a complete activity cycle, and a slow one, which is what you want.

What actually works: 2 to 5

From about two and a half, the toolkit expands enormously, because you now have a child who can hold a rule in their head and wants to beat you at something.

  • I-spy variants. Classic I-spy is hard before four, so adapt it: "I spy something red" by colour, or "I spy something that moos" by sound. Toddlers can play colour-spy long before they can manage letters.
  • Who-can-spot challenges. First to spot a tractor, a horse, a yellow car, a bridge. Keep a running score with great theatrical seriousness. This is the cheapest game ever invented and it works on every road in Britain.
  • Magnetic and pocket travel games. Magnetic boards solve the eternal problem of pieces rolling under seats. A compact set of travel games designed for small tray tables and laps → earns its place in the bag many times over, because a real game with real pieces gives a 4-year-old something stickers cannot: a contest.
  • Story-cube style narration games. You do not need the cubes themselves, though they help. Take turns adding one line to a story: "Once there was a dog..." "...who lived in a shoe..." Children this age will happily steer a story into glorious nonsense for twenty minutes.
  • Audio stories: the secret weapon. More on this below, because it deserves its own section.

Audio is not screen time

If you take one permission slip from this page, take this one: audiobooks and audio stories are not screens, and treating them as equivalent is a category error. A screen does the imagining for the child; audio makes the child do the imagining. Listening to a story, a child must build every face, room and dragon themselves, which is active cognitive work, much closer to being read to than to watching television. The evidence on audio stories and young children's imagination and language is kind, and the contrast with passive video is one of the most consistent findings in early-years media research.

Key citation

Roseberry, S., Hirsh-Pasek, K. & Golinkoff, R. · work on the "video deficit" shows young children learn markedly less from screens than from live interaction; audio, which demands the child construct the scene themselves, does not carry the same passive-viewing profile.

Practically: download a stock of story podcasts or audiobooks before you leave, and save them for the hard middle stretch of the journey rather than opening with them. Thirty minutes of a well-told story, eyes on the window, is often the deepest calm a car journey ever achieves.

On a plane

Planes concentrate every difficulty into a small seat, but they also offer two unique assets: an aisle and a tray table.

Ears first. Take-off and landing pressure is genuinely painful for small ears, and a child crying through descent is not misbehaving. Feed a baby during climb and descent; give a toddler something to suck or chew, a drink with a straw, or a chewy snack saved precisely for this moment. Solving ears prevents the worst twenty minutes of most flights before it starts.

Walk the aisle. Once the seatbelt sign is off, the aisle is your movement break. A slow walk to the back of the plane, a wave at anyone who will wave back, and a return journey can be repeated guilt-free. Cabin crew have seen it all; a walking toddler is far preferable to a screaming seated one.

The tray table is a play surface. This is where staging pays off: stickers on the tray, a magnetic game that will not slide, a small puzzle, crayons in the well where the cup goes. One item at a time, cleared away before the next appears. The constraint of the tray actually helps; a contained surface concentrates a toddler's attention rather than scattering it.

In the car

The car has one rule that overrides all others: motion sickness limits looking-down games. Many under-5s cannot read, draw or study a toy in a moving car for long without going pale, and the first you hear of it is usually too late. So in the car, lead with audio and window games. Story time, song requests, I-spy by colour, who-spots-the-tractor, counting lorries: everything that keeps eyes up and out. Save the stickers, magnetic boards and drawing for the service station table, where they double as a reason to make the stop longer, which is itself a win. Build stops in deliberately, roughly every 90 minutes to two hours, and treat them as part of the journey rather than a delay to it. A toddler who has properly run around will sleep or settle for the next leg; one who has been hurried through a loo break will not.

Key fact

World Health Organization (2019) and UK Chief Medical Officers' guidance (2019) · neither sets a rule that occasional, time-limited viewing on a travel day causes harm; the concern in both is habitual daily displacement of sleep, activity and interaction, not the exceptional long journey.

The graceful fallback

And if it all runs out? If you end a six-hour journey with forty minutes of a film, the day was still a win, and you should feel exactly zero guilt about it. Five and a half hours of chatting, spotting, snacking, listening and playing is a triumph by any standard, and the research concern about screens has always been about daily habit, not the exceptional travel day. The enemy is the default, the screen handed over at minute one because nothing else was packed. A screen used as the last tool in a deep bag, late in a long day, is just a tired family finishing a journey sensibly. Pack the bag, stage the surprises, lead with audio, and let the fallback be a fallback.

Common questions

How do I keep a 2 year old entertained on a plane?

Stage, don't dump: a hidden bag of six to ten small items released one at a time, with stickers and a magnetic travel game for the tray table. Sort the ears with feeding or a chewy snack at take-off and landing, and walk the aisle whenever the seatbelt sign allows. Expect to rotate activities every ten to twenty minutes; that is normal, not failure.

Are audiobooks as bad as screens?

No. They are a fundamentally different cognitive activity: a screen supplies the images, while audio requires the child to build them, which is active imaginative work closer to being read to than to watching video. Audio stories are the single best screen-free tool for long journeys, and there is no need to ration them the way you might ration a film.

What travel toys are worth packing?

Small, contained and preferably magnetic: things that work on a tray table or a lap and do not shed pieces under seats. Stickers, chunky crayons with a small pad, one or two pocket-sized proper travel games → for the over-3s, and at least one item that is brand new to the child, because novelty does most of the work.

How often should we stop on a long drive?

Roughly every 90 minutes to two hours with an under-5, and make the stops proper ones: ten to fifteen minutes of actual running about, not a hurried loo dash. A well-run toddler settles or sleeps for the next leg, so generous stops usually make the overall journey calmer, even if it arrives a little later.

What about car sickness and games?

Motion sickness in young children is triggered by looking down at close objects in a moving car, so save books, drawing and fiddly toys for breaks. In motion, choose eyes-up games: I-spy by colour, spotting challenges, songs and audio stories. If your child goes quiet and pale, open a window, stop soon, and switch to window games for the rest of the leg.

Real play starts with real toys

Shop Jaques London · Est. 1795

Britain's oldest toy maker. Every toy open-ended, wooden, and built for exactly the kind of play the research recommends.

Wooden ToysTraditional GamesShop All →