
The Confidence Quest
With Nova in Star IslandPractise sharing ideas, making choices and believing in their own abilities.

Brave Thinkers · ages 7-830 playful missions to help your child practise asking questions, imagining and experimenting. Fill the five empty frames of the Star Gallery by getting Wonderworks Valley asking questions again, with Pip as their guide.
Choose their level
Your choice: The Wonder Workshop · Brave Thinkers (ages 7-8) · printable PDF + online adventure
This edition is still being written, illustrated and tested. We only sell an edition once all 30 missions are finished in both formats.
Also part of Choose Any 3 ($74.99) and the Complete Collection ($184.99), each for one age level.
The goal: Fill the five empty frames of the Star Gallery by getting Wonderworks Valley asking questions again.
Your child’s part: Your child asks the questions, tests ideas and makes prototypes, wobbly ones included. What they find out helps fix the leaking roof and the sticking water wheel, and fills a frame in the Star Gallery.
Curiosity and creativity are about asking "why?" and "what if?", then experimenting, making and imagining without worrying about getting it right.
Just gentle ideas to help you choose.
The story goal: Fill the five empty frames of the Star Gallery by getting Wonderworks Valley asking questions again.

Pip says: “What if my first wonder is a boring one? What if it looks messy? Everyone in the valley is going to read this book one day.”Pip
Pip's old notebook is so full that the pages stick out like a hedgehog's prickles. Forty seven inventions, all half drawn. Not one finished.
Mara the giraffe lowers her long neck over the workbench and slides it away. In its place she puts a new notebook. Every page is blank.
'No inventions on page one,' she says. 'Only wonders. Things you don't know yet.'
Pip stares at the white page. His trunk starts to curl into a question mark, then uncurls again.
First, a choice: 4 options
On the printed page: Circle where your wonders come from, then fill the three boxes.
By the end they have: Wonder notebook, page one.
You will need: The Wonder notebook page (or any paper folded in half) · A pencil
Smaller step if needed: Draw one wonder and say its question out loud; a grown-up can write it down exactly as you say it.
The grown-up’s part: If your child asks you the answer, say you're not sure either and write the question down. The aim is questions, not answers.
For the next five days, write one new why question on the back page of your Wonder notebook before bed.
What it practises: Practise turning things you notice into real questions: draw three wonders and write a question for each.
Word for word from Mission 1 of the draft The Wonder Workshop for ages 7-8. The edition is not yet approved, so wording may change, and the mission’s own illustrations are still to come.
Six missions in each chapter. Finishing a chapter lights up a new star on the map, on paper and on screen.

Craft, Drawing, Puzzles, Treasure hunt, Story choices.
Multi-step games, mysteries, problem-solving, short writing, real-world challenges. About 10-20 min (a few up to 25) per mission. Short reading and writing. Grown-up role: parent nearby, child leads.
The same mission plays on paper or on screen with the same answer. This is how each activity type changes between the two formats.
| Activity | In the PDF | Online |
|---|---|---|
| Story choice | Circle an answer | Tap an answer |
| Secret code | Draw the symbols | Tap symbols into a lock |
| Matching | Draw lines | Drag or tap pairs |
| Ordering | Number the pictures | Drag or tap into order |
| Hidden things | Colour what you find | Tap the scene |
| Feelings | Colour a face | Tap a face |
| Drawing | Draw in the frame | Draw on screen |
| Real world | Tick the box | Tap “We tried it!” |

Practise sharing ideas, making choices and believing in their own abilities.

Make unfamiliar things feel more approachable, one healthy risk at a time.

Explore feelings, listening and caring for the people around them.