Preschool Habitat Activities

LEGO and Sesame Workshop Turn Habitat Lessons Into Brick Builds

The LEGO Group is extending Build the Change to younger children through a collaboration with Sesame Workshop that turns nature lessons into habitat builds. Aimed especially at kids ages 4-6 and their families, Build the Change for Little Ones uses videos, guides, and printable cards about everyday animals.

The videos pair Sesame Street characters with brick-built creatures and simple facts about habitat and diet, starting with a bat. Printable cards add three build prompts for food, water, and shelter. The resources are available on the LEGO website, with more videos headed to the Sesame Street YouTube channel.

Printable cards that split habitats into food, water, and shelter make the program an easy activity for families and educators. The Sesame Street link also moves Build the Change toward earlier learning by using familiar characters to introduce environmental care through play.

Image Credit: The LEGO Group

Preschool Eco-play
Hands-on habitat activities for younger children create space for sustainability education to move into early childhood through familiar toys, characters, and family-friendly formats.
Character-led Learning
Trusted entertainment figures can make abstract environmental concepts more accessible, blending emotional connection with educational content across digital and physical experiences.
Printable Play Prompts
Low-barrier activity cards offer scalable learning tools that bridge home and classroom use while extending branded educational programs beyond screens.

Where This Applies

Early Childhood Education
Play-based environmental curricula are reshaping preschool learning by combining simple science concepts with tactile building and caregiver participation.
Toys and Games
Construction toy brands are expanding into purpose-driven learning ecosystems where physical play supports climate awareness, creativity, and developmental skills.
Children's Media
Educational media franchises are gaining new relevance by pairing beloved characters with interactive offline activities that deepen engagement beyond video content.
SCORE
5.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Millennial
  • Gen X
  • Gen Alpha (primary audience)
POPULARITY
Popularity 61%
Activity 15%
Freshness 99%