OSHAA 30-Hours Professional Diploma in Early Childhood Effects of Digital Games

Overview

Certifying Body

OSHAA

Course Duration

30-Hours

Evaluation

Assignments Based

Study Units

8

Learning Mode

Online

Qualification Structure

To achieve the OSHAA 30-Hours Professional Diploma in Early Childhood Effects of Digital Games; Candidates must complete the 8 Mandatory units,

Mandatory Units

  1. Introduction to Digital Games and Early Childhood Exposure (3 hours)
  2. Cognitive Development and the Impact of Digital Play (3 hours)
  3. Emotional and Behavioural Responses to Gaming (6 hours)
  4. Social Interaction, Communication, and Screen-Based Play (6 hours)
  5. Educational Games: Opportunities and Limitations (3 hours)
  6. Screen Time Guidelines and Health Recommendations (3 hours)
  7. Identifying Age-Appropriate and Safe Digital Content (3 hours)
  8. Risk Factors: Attention, Impulse Control, and Sleep Disruption (3 hours)

Upon the successfully Completion OSHAA 30-Hours Professional Diploma in Early Childhood Effects of Digital Games; learners will be able to

Introduction to Digital Games and Early Childhood Exposure (3 Hours)

  • Define digital games and classify types relevant to early childhood
  • Describe patterns of digital game exposure among children aged 0–8
  • Explain factors contributing to early engagement with screen-based games
  • Recognise societal and technological shifts influencing childhood digital use
  • Understand the role of early digital play in daily routines and learning environments

Cognitive Development and the Impact of Digital Play (3 Hours)

  • Identify key areas of cognitive development affected by digital gaming
  • Evaluate the role of interactive media in early learning processes
  • Distinguish between passive screen use and active digital engagement
  • Interpret research on memory, attention, and problem-solving skills
  • Analyse cognitive benefits and potential drawbacks of digital play

Emotional and Behavioural Responses to Gaming (6 Hours)

  • Describe common emotional reactions of young children during and after gameplay
  • Explain links between game content and behavioural changes
  • Assess potential for dependency, aggression, or frustration in early players
  • Explore coping strategies and emotional regulation through digital play
  • Identify signs of overexposure and screen-related behavioural challenges
  • Support healthy emotional development in digital contexts

Social Interaction, Communication, and Screen-Based Play (6 Hours)

  • Analyse how digital games influence early social skills and peer interaction
  • Examine effects of solitary vs cooperative gameplay in early childhood
  • Understand the impact of screen use on language development and communication
  • Explore the role of digital play in imaginative and collaborative scenarios
  • Assess the influence of virtual environments on empathy and social cues
  • Develop recommendations for fostering face-to-face interaction alongside digital use

Educational Games: Opportunities and Limitations (3 Hours)

  • Identify characteristics of high-quality educational games for young children
  • Evaluate learning outcomes associated with game-based content
  • Compare educational benefits across different digital platforms
  • Discuss limitations and risks of over-reliance on digital learning tools
  • Promote effective use of educational technology in early learning

Screen Time Guidelines and Health Recommendations (3 Hours)

  • Interpret UK and international screen time guidelines for early childhood
  • Understand health implications of excessive screen exposure
  • Apply practical strategies for age-appropriate screen routines
  • Promote balanced lifestyle habits through media use planning
  • Support families in establishing healthy digital boundaries

Identifying Age-Appropriate and Safe Digital Content (3 Hours)

  • Define criteria for assessing suitability of digital games for young users
  • Navigate child-friendly platforms and parental control features
  • Identify harmful or misleading content in popular children’s games
  • Develop skills to guide families in selecting developmentally appropriate media
  • Promote safe and enriching digital play environments

Risk Factors: Attention, Impulse Control, and Sleep Disruption (3 Hours)

  • Explain how digital game use can influence attention span and impulse control
  • Describe the relationship between screen time and sleep quality in young children
  • Recognise early warning signs of overstimulation or media dependency
  • Recommend interventions and routines to support healthy neurological development
  • Foster sustainable habits for balanced digital engagement
Entry Requirements

Entry Requirements

  • Applicants must be at least 18 years old at the time of enrolment
  • A minimum of GCSEs or equivalent Level 2 qualification is required.
  • No previous experience is required; however, an interest in early childhood development and digital wellbeing will be beneficial.
  • Since the programme is delivered in English, applicants must demonstrate sufficient proficiency in the language.

What You Need to Know

The course is suitable for teachers, childcare practitioners, parents, healthcare workers, and anyone interested in child development and digital wellbeing.

Yes. Learners gain an understanding of digital risks, safe online practices, and safeguarding measures for young children.

Yes. It can strengthen your professional profile in education, childcare, family support, and child development roles.

Absolutely. Parents can learn how to guide children’s digital habits and create healthier technology routines at home.

learner will develop skills in child observation, digital wellbeing awareness, safeguarding, and responsible technology guidance.

Yes. The knowledge gained can be applied in childcare and educational settings across different countries and sectors.

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