Wonderworks Valley, Why Woods: an illustrated view of the world of this adventure
Wonderworks Valley · 30 missionsThe Wonder Workshop
Pip, a curious elephant with a notebookFuture Leaders · ages 9-10
Curiosity & Creativity · with Pip

The Wonder Workshop

30 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.

$29.99 PDF + online adventureNot yet available

Your choice: The Wonder Workshop · Future Leaders (ages 9-10) · 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 story

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.

Why parents might choose it
  • You’d like less screen time and more making
  • They ask lots of questions and you want to nurture that
  • They worry about drawing or making things "wrong"

Just gentle ideas to help you choose.

The Wonder Workshop

Here’s what a mission looks like

The story goal: Fill the five empty frames of the Star Gallery by getting Wonderworks Valley asking questions again.

Mission 1 · Why WoodsPip, as drawn for ages 9-10
Ages 9-10 · Future Leaders

Pip's Empty Notebook

Pip says: “The trouble is, every question I think of, I immediately start answering. Then it's an idea again, and Mara will give me that look.”

  • About 15 to 25 min
  • Reads the story themselves
  • Self-directed, parent checks in
  • Drawing

Pip's notebook is not actually empty. It holds forty-one ideas, eleven sketches of a machine that doesn't exist yet, and one drawing of the Star Gallery that he has rubbed out so many times the paper has gone furry.

What it doesn't hold is a single question. Mara noticed this in about four seconds. She tapped the page with one long hoof and said, "Ideas are answers, Pip. Where are the things you don't know?" Then she walked off, which is how Mara ends most conversations.

The story continues in the mission.

Word for word from Mission 1 of the draft The Wonder Workshop for ages 9-10. The edition is not yet approved, so wording may change, and the mission’s own illustrations are still to come.

The five-chapter journey

Five places in Wonderworks Valley. Thirty missions. Five stars to collect.

Six missions in each chapter. Finishing a chapter lights up a new star on the map, on paper and on screen.

Wonderworks Valley map with five chapters: Why Woods, Maker’s Workshop, Colour Caverns, Invention Inn, Star Gallery
  1. Why Woods · missions 1 to 6
  2. Maker’s Workshop · missions 7 to 12
  3. Colour Caverns · missions 13 to 18
  4. Invention Inn · missions 19 to 24
  5. Star Gallery · missions 25 to 30

Activities in this adventure

Craft, Drawing, Puzzles, Treasure hunt, Story choices.

At ages 9-10 (Future Leaders)

Planning, reflection, social scenarios, goal setting, independent online play. About 15-25 min (a few up to 30) per mission. Independent reading. Grown-up role: self-directed, parent checks in.

What’s included

One adventure, two ways to play.

The printable PDF

  • Adventure introduction and character pages
  • All five chapters and 30 missions, fully illustrated
  • Puzzles to circle, match, draw and colour
  • Grown-up guidance and answer notes
  • Progress map with stars to colour
  • Reward stickers to cut out
  • Completion certificate

The online adventure

  • The same 30 missions as interactive games
  • Tap, drag, reveal and choose instead of writing
  • Character reactions and completion animations
  • Digital stars, badges and a final certificate
  • Carry on where you stopped, on any device
  • Works on phones, tablets and computers
  • Tap alternatives to every drag-and-drop
Paper and screen

Every activity works both ways.

The same mission plays on paper or on screen with the same answer. This is how each activity type changes between the two formats.

ActivityIn the PDFOnline
Story choiceCircle an answerTap an answer
Secret codeDraw the symbolsTap symbols into a lock
MatchingDraw linesDrag or tap pairs
OrderingNumber the picturesDrag or tap into order
Hidden thingsColour what you findTap the scene
FeelingsColour a faceTap a face
DrawingDraw in the frameDraw on screen
Real worldTick the boxTap “We tried it!”
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