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

Future Leaders · ages 9-1030 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 · 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 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: “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.”Pip
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.
First, a choice: 4 options
On the printed page: Tick the type of wonder you will start with, then fill the six frames.
By the end they have: Ranked wonder page.
You will need: A sheet of paper or the printed page · A pencil
Smaller step if needed: Fill three boxes instead of six and rank just those.
The grown-up’s part: Stay out of the answers. If your child asks you one of the questions, try: I'm not sure either. How would we find out?
For the next five evenings, note one why question that came up at school, then on day five cross out any you no longer care about.
What it practises: Practise turning vague curiosity into specific questions, then choosing which one is worth investigating first.
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.
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.
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.
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.