Best Wooden Montessori Toys for Toddlers at Home
By the end of this guide, you will know exactly which toys to buy for your child's current stage, how...
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“Take turns” leaves quite a lot for children to figure out. Who goes first? What counts as a turn? Can someone move the animal their sibling just placed?
Cooperative magnetic games give those questions a simple shape. Both children work on one scene, journey, or story. Each turn adds something to their shared creation, and an adult helps when their ideas pull in different directions.
If you’re looking for turn taking activities for preschoolers, a handful of magnets can be enough. Give each child one small action and a clear handoff. The finished picture can look completely different from what you expected, as long as both children have room to contribute.
Give both children one shared creation to work toward, with no points or individual winner.
Make a turn one small action, such as placing a magnet or adding to the other child’s idea.
Use a clear handoff and ask before changing another child’s contribution.
Simplify, pause, or finish together when the activity stops being enjoyable.
A cooperative game has something the players are making together. Two children might build an animal scene, plan a pretend journey, or add characters to the same story.
Taking turns is part of that, but the connection between their contributions matters too. One child places a horse. The other decides the horse needs a dog nearby. Both choices now belong to the same scene.
The National Association for the Education of Young Children describes games as opportunities to practice taking turns, cooperating, and handling frustration, with the emphasis on fun rather than winning or losing.
For magnetic play, keep the shared goal open enough to include different ideas. “Let’s make a place for these animals” leaves more room for both children than asking them to copy a picture exactly.
Choose a small selection of pieces together and put the rest away. You want enough choice for each child to have an idea without needing to search through the whole collection before every move.
Use a compatible magnetic surface that both children can comfortably reach. Keep an adult involved, check the pieces before play, and follow the current age labels and product instructions.
Then agree on a simple routine:
Choose what you’re making together.
Let one player place or move one magnet.
Notice what they added.
Invite the next player to contribute.
Decide together when you’re finished.
Model the first exchange yourself: “I’m putting the cow here. My turn is finished. Which animal would you like to add?”
Make the handoff visible by moving your hands away from the board. Words such as “your turn” can accompany a gesture, so the child can see as well as hear what happens next.
Oxford Health’s turn-taking guidance includes simple alternating actions, such as adding a brick to a tower or placing a puzzle piece. It also suggests beginning with a small pause in familiar play routines. For these games, keep the action small rather than making the other child wait through a long explanation.
Keep the same turn routine as you change themes. That way, children can concentrate on what they want to add, while the handoff stays familiar.

The following games are activity ideas to try with adult supervision. Let the children’s interest guide how much you do, and simplify whenever the shared goal becomes hard to follow.
Choose six familiar animals, such as a cow, horse, sheep, dog, cat, and chicken. These are included in Tix&Mix’s animal magnets, so you can use a small selection without needing the whole set on the board.
Ask one shared question: “Where shall these animals live?”
The children might choose a farm, a garden, or an imaginary place. There’s no correct arrangement. Each turn is placing one animal and showing or saying something about where it belongs.
For example, the first child could place the horse near the bottom of the board. You might ask the next player, “The horse is here. Which animal would you like to put nearby?” They could add the dog beside it.
Continue by connecting each invitation to what is already there. “The dog is beside the horse. Where could the sheep go?” This keeps attention on the shared scene without requiring a complicated story.
If choosing from six animals feels difficult, offer two: “Would you like the cat or the chicken?” A child can point, pick up a piece, or make an animal sound. You can put their contribution into words without asking them to repeat you.
Finish when both children feel the scene is ready. There’s no need to use every magnet. Three animals arranged together can be a complete game.
Choose a few vehicle magnets, such as a bus, family car, and train. Agree on a pretend destination before placing them.
“Shall we go to the park or the station?” gives children a manageable choice. If they suggest somewhere else, use that instead.
One turn means adding or moving one vehicle and contributing one event. A child might place the bus and say it’s picking someone up. The next player can add the family car arriving at the same stop.
Use prompts that connect the moves: “The bus has stopped. What happens next?” or “Your brother’s car is waiting here. Where could the train go?”
Avoid correcting the journey to make it realistic. A train can visit a park, and a bus can wait for a boat. The useful question is whether both children can follow and contribute to the pretend journey.
For a simpler version, offer two possible actions: “Does the car stop here, or drive over there?” If a child wants you to move the magnet for them, follow their direction.
End when the vehicles reach the agreed destination. You can ask, “Have we all arrived, or is there one more stop?” Keep speed, races, and first-place language out of the game.
Choose a few animals or vehicles and leave space for each child to add something. The shared goal is one short story built from their contributions.
The first player places a magnet and adds a word, sound, gesture, or sentence. The next player places another piece and connects it to what came before.
For example, a child might place a dog and bark. The next child could add a cat. You can ask, “The dog has met the cat. What are they doing?”
If neither child wants to answer, offer a small suggestion rather than taking over: “Are they looking for somewhere to sleep?” Let them agree, disagree, or point to another piece.
Keep your narration close to the children’s choices. “You put the cat beside the dog” leaves more space than supplying a whole adventure on their behalf.
Children can also repeat an idea. Two animals can both be hungry, sleepy, or going for a walk. Every turn doesn’t need a new twist.
When interest fades, ask each child for an ending contribution. One might choose where the animals go, while the other adds a final character. A brief shared story is enough.

A shared goal doesn’t mean children will always want the same thing. Your role is to help them understand the disagreement and find a next move they can accept.
Keep your words short enough to use in the moment. A long explanation about sharing can pull everyone away from the game.
Name both requests: “You both want the dog.”
Then help them agree on what happens next. “You’re holding it now. Would you like to place it, then let your sister move it on her turn?”
If that suggestion isn’t accepted, offer another possibility. The second child could choose where the dog goes while the first places it, provided both agree. Or they could use another animal and return to the dog later.
Avoid grabbing the piece to enforce an immediate handover. If the disagreement keeps growing, pause the activity and stay with the children. The scene can wait.
Introduce a clear boundary: ask before moving someone else’s piece.
Try, “Your brother put the horse there. Ask him before you move it.” Then help with the request: “Can we put the horse beside the sheep?”
If the answer is no, look for room to add the new idea without erasing the first one. “Could your animal go on this side instead?”
Shared play includes hearing another person’s preference. It doesn’t require children to accept every proposed change to their contribution.
Bring attention back to the next small action: “You’ve added the bus. Now your sister can choose one vehicle.”
If a child seems unsure, offer two choices or ask whether they want help placing their piece. They may understand the game but need a simpler way to join.
If they want to leave, let them. You can ask whether the remaining players may continue changing the scene or whether they’d like their part left in place.
Avoid making the older sibling responsible for keeping everyone involved. The adult can help with turns, choices, and disagreements while both children remain players.
Equal participation doesn’t always look identical. One child might tell a long story while another points to an animal. Both can influence what happens on the board.
Give each child an action they can manage. The younger child could choose between two magnets, while the older child adds a short idea about their chosen piece. Let the younger child’s choice affect the scene rather than treating it as decoration.
You can join as a player when the exchange needs more support. Model one turn, connect the children’s ideas, and then step back when they’re ready to continue.
Also make room for different preferences. One child may enjoy moving vehicles while another prefers choosing destinations. Those roles can work if both children want them. Invite a swap occasionally so neither becomes the permanent helper or spectator.
A cooperative game can end when both children feel their creation is ready. It doesn’t need a full board or a fixed number of turns.
Ask, “Would you like to add anything else, or leave it like this?” Then notice a specific contribution from each child: “You chose the animals, and you added places for them to stand.”
Keep that observation about what they made. There’s no need to award points for sharing or label one child the better teammate.
If they want to continue the theme another day, pretend restaurant play offers another way to create something together through food choices and shared roles. Let that be an invitation rather than another task to complete.
A parent can be the second player in any of these cooperative magnetic games. Model one small action, move your hands away when it’s finished, and invite your child’s contribution. Follow their choices closely enough that they can influence the shared creation.
Children don’t need to talk to play these games. Pointing, choosing a magnet, making a sound, or showing where a piece should go can all be contributions. An adult can briefly describe the action without requiring the child to repeat words or answer every question.
Every turn doesn’t need to take the same amount of time. Agree on a recognizable action, such as placing one magnet, and make the handoff clear when it’s finished. If turns become difficult to follow, simplify the action rather than measuring each child’s time.
Choose a theme both children are interested in exploring. Animals suit a shared scene, vehicles give a journey something to follow, and familiar characters can become the beginning of a story.

Explore our wooden magnetic playsets for a theme to use together. If you already have a set at home, choose a few pieces from it and agree on one thing to make. Leave enough room on the board for each child’s next idea.