Let's start with what many parents need to hear: screens are not the enemy. Minutes matter, but they only tell half the story. The other half is what your child does there.
A child who spends 40 minutes programming a simple animation is using the screen in a fundamentally different way from a child scrolling through short videos for 40 minutes. Both count as "screen time" — but the effect on the brain is vastly different.
What Does the Research Say?
In June 2025, Norway's Directorate of Health (Helsedirektoratet) published the country's first national screen advice. For the first time there is a time range for each age. The advice covers leisure screen time:
- Under 2: avoid screens
- Ages 2–5: up to 30 minutes to 1 hour a day
- Ages 6–12: up to 1 to 1.5 hours a day
- Ages 13–18: up to 1.5 to 3 hours a day
The advice also says screens should not be used to comfort a child, not at meals and not in the last hour before bed, and that adults should limit their own screen use when they are with their children. The advice went out for public consultation in autumn 2025, so check helsenorge.no for the latest version.
So time now has a frame. Within that frame, the content decides how much your child gets back for the minutes. An hour of a 6–12-year-old's budget can go to short videos, or to building something they want to show you afterwards. Our screen time strategy for the whole family shows how to agree on a shared plan.
The Three Types of Screen Time
A useful way to think about screen time is to divide it into three categories.
1. Passive Consumption
The child scrolls, watches videos, or is fed content by an algorithm. The brain is in receiving mode. Little is required in terms of attention, problem-solving, or creativity. Short-form videos with rapid cuts are the most passive form — the brain gets a dopamine reward without any effort.
Signs to watch for: The child has a glazed look. It's hard to interrupt them. Afterwards, they're often irritable.
2. Active Creation
The child uses the screen as a tool to make something — drawing, coding, writing a story, editing a video, composing music. The brain is in creation mode. It requires planning, problem-solving, and creativity.
Signs to watch for: The child is focused and engaged. They want to show you what they made. Afterwards, they're proud.
3. Interactive Learning
The child explores a topic through an educational tool, solves tasks adapted to their level, or participates in an interactive lesson. The brain receives both new knowledge and practice in thinking.
Signs to watch for: The child asks questions. They try again when something is wrong. Afterwards, they can tell you something they learned.
Practical Tips for Each Age Group
Ages 4-6
Young children need adults close by. Sit with them and talk about what you're seeing. Ask questions: "What do you think happens next?" and "Why do you think it turned blue?" Limit passive consumption to short sessions, and choose apps where the child must tap, drag, and solve — not just watch.
Try this: Have the child draw something on paper first, then take a photo and tell the story of the drawing. This connects physical and digital activity.
Ages 7-10
Children this age can begin with simple coding and digital creative tools. Introduce them to creative apps where they build, draw, or program. What a good app has to manage at each age is collected in our guide to learning apps by age. Make a rule: for every 30 minutes of passive consumption, do 15 minutes of something active afterwards.
Try this: Start a "science log" where the child writes down one thing they learned on a screen today. It doesn't have to be long — one sentence is enough. It trains them to reflect on what they consume.
Ages 11-13
Tweens are beginning to use social media and have more independent screen time. Talk openly about how algorithms work — they're designed to keep you scrolling, not to teach you anything. Challenge your child to use the screen to create something each week: a presentation, a small program, a digital drawing.
Try this: Introduce "Maker Mondays" where one evening per week is dedicated to creating something digital instead of consuming.
Ages 14-16
Older teens need self-regulation more than rules. Discuss the difference between screen time that drains energy and screen time that gives energy. Encourage them to learn skills: video production, 3D modelling, coding, music production. Help them see the screen as a tool, not just entertainment.
Try this: Ask your teen: "If you could use a screen to build anything — what would you make?" The answer might surprise you and open the door to new projects.
A Simple Rule of Thumb
Next time you wonder if your child's screen time is good enough, ask yourself this: Can my child tell me something they learned or show me something they made afterwards?
If the answer is yes, it's meaningful screen time. If the answer is "I don't know, I was just watching stuff" — it's time for a change.
Screens aren't going away from our children's lives. But we can help them use the screen as a telescope looking out at the world, rather than a closed box keeping them inside.