Curriculum Blog

Developing Creativity, Computing, and Inclusion with Busy Things

Written by Belinda Evans | May 22, 2026 7:30:00 AM

What if your pupils could master the trickiest parts of the curriculum while thinking they were just having fun?

For LGfL Broadband Schools*, that reality is already at your fingertips. Busy Things is far more than a Friday afternoon reward; it is a purpose-built learning environment engineered to support a diverse, inclusive classroom. 

In this guide, we will explore the three key ways Busy Things goes beyond standard educational software to truly transform your teaching landscape:

✔️ Developing Creativity

✔️ Supporting the Computing curriculum 

✔️ Supporting Inclusion


  

 

Busy Things is very diverse and engaging throughout. Pupils are often so focused on the funny characters that they are interacting with that they don't realise they are practising grammar, learning phonics or thinking through maths problems

It hosts over 1,200 interactive games and activities that cover the entire UK National Curriculum

  • Core Subjects: Fun approaches to Phonics, Literacy, and Numeracy

  • Creative Tools:  plus music-making and coding activities.

  • Wider Curriculum: Resources for Science, History, Geography, and even Foreign Languages.

  • Teacher/Parent Tools: Adults can assign specific tasks, track a child’s progress, and use "Resource Makers" to create physical worksheets that match the digital games.

The "point-and-click" interface means all learners can navigate the site independently, and importantly, it’s a walled garden. There are no ads, no external links, and the "e-safety" features can even hide the browser’s back button so pupils don't accidentally wander off the site.

 


Find out about engagement and how Busy Things isn't just for independent work; it can also foster teamwork and whole-class participation. 

 

Developing Creativity

Watch this simple activity and think about how it fosters creativity.

 

 

  • Starting with a template provides a "correct" starting point, removing the fear of failure.

     

  • By changing something on their own, they have made their first creative choice. Research in developmental psychology suggests that divergent thinking—the ability to generate multiple unique solutions—is best fostered in environments that initially provide a "bounded" set of choices.

     

  • Even starting with a template, the final result can be very different. This builds self-efficacy, the belief in one's own ability to succeed, which encourages them to tackle more "open-ended" projects later.

 

Creativity often stalls when a child feels intimidated by a blank page or complex software tools. Busy Things uses scaffolding to bridge this gap:

  • Removing Technical Barriers: By using a "point-and-click" or "touch-and-drag" interface with minimal text, it removes the frustration of 'technical mastery', allowing the child’s brain to focus entirely on creative intent rather than the mechanics of the software.
  • Structured Starting Points: Tools like the "troll model" activity shown above provide a base structure. Once a child feels "safe" with a template, they naturally begin making their own choices, and Busy Things offers open-ended creative projects. 

Find out here how Busy Things embraces creativity

 

Supporting the Computing Curriculum

For many primary school teachers, the "Computing" slot on the timetable can feel like a leap into the unknown. As a Computing Lead, it isn't just about teaching the children; you also need to build your colleagues' confidence.

Busy Things transforms complex computational concepts into tangible classroom activities for the specialist and non-specialist teacher.

 Find out how Busy Things can help both teachers and students master programming through fun, interactive challenges. 


An algorithm is often defined as "a precise set of instructions," but for a seven-year-old (and a nervous teacher), that’s just words.

In games like Code Disco or Helicopter Rescue (see video below), when a pupil inputs a sequence, or 'a precise set of instructions', and the character follows these instructions even if it's incorrect, the "bug" is hilarious and has an immediate consequence.

 

It removes the pressure of having the "right" answer. The platform provides the feedback and shifts the focus from "getting it right" to "debugging the sequence." If it didn't work, why? making it easy for any teacher to discuss a 'fix'.

 

Computational thinking is often misunderstood as just "coding." But a core component is logical reasoning—the ability to predict what will happen before the "Play" button is ever pressed.

Busy Things uses a sandbox approach where pupils manipulate objects and icons to:

  •  Understanding how objects are organised and interact with each other.
  •  Choosing the right tools for the task.
  •  The "If/Then" logic, 'if I do this, then this happens, or if it doesn't, what do I need to change,

By encouraging pupils to predict, play, and then debug, teachers can foster deep thinking

 

Supporting inclusion

As any SENDCo or classroom teacher knows, "inclusion" is about ensuring all pupils have the same opportunity to succeed, create, and communicate.

 Busy Things is designed to remove any digital barriers and create a level playing field for all students, as well as those with diverse physical, sensory, and emotional needs.

BusyThings supports every student with built-in accessibility features, including switch compatibility and audio-led instructions, giving every child the tools they need to demonstrate their knowledge, regardless of ability.

Busy Things has accessibility features, such as Text-to-Speech, built into the platform, enabling every child to demonstrate their knowledge, regardless of ability. 

Find out about accessibility in Busy Things

For a student with limited motor control, a standard computer mouse isn't a tool—it's a gatekeeper. If you can’t click a tiny "x" or drag a small object, the entire curriculum remains locked away.

Busy Things solves this through a Switch-Ready Environment:

  • Switch Accessibility: The platform is fully compatible with assistive switch technology, allowing students to navigate and create independently.
  • Generous "Active Areas": For students with dyspraxia or tremors, the "hit zones" for buttons are large and high-contrast. You don’t need pixel-perfect precision to succeed.

There is a profound social challenge for older students who are working below age-related expectations. A 10-year-old child who needs to practice basic phonics often uses software clearly labelled "Ages 4-5." This can damage their self-esteem and lead to disengagement.

One of the most powerful tools in Busy Things is the ability to hide level indicators.

A student can work on skills without a year group or ability setting being obvious or appearing on their screen, thereby removing the social stigma and allowing the student to focus on the task with their dignity intact.

 

Inclusion isn't about giving every child the same thing; it’s about giving every child what they need to succeed. By removing the physical barriers of the mouse, the social barriers of age labels, and the emotional barriers of unfamiliar environments, Busy Things ensures that the curriculum is open to everyone.

When we remove the "gatekeepers" to learning, we don't just see better results—we see more confident, independent children who finally feel that the digital world belongs to them, too.

 

Want to find out more?

Remember also our LGfL Learning Consultants are here to help.

Book a free training session to help inspire your staff and discover how to integrate Busy Things effectively, and learn how to use it effectively across all Key Stages

Get started today at contentsupport.lgfl.net/

 

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