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

Growing Minds · ages 5-630 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 · Growing Minds (ages 5-6) · 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: “Mara says every wonder starts with three little words: I wonder why.”Pip
At the edge of the Why Woods, a small periwinkle elephant is sitting on a log. He has a pencil behind one big ear and a notebook on his lap.
He opens the notebook. Every page is empty. Not one scribble.
"I'm Pip," he says. "This is my wonder notebook. I had so many ideas, I couldn't pick one. So I wrote nothing at all."
First, a choice: 4 options
On the printed page: Circle what to wonder about first, or draw your own.
By the end they have: Two wonders in Pip's notebook.
You will need: Pip's notebook page in the book (or any paper) · Crayons or pencils
Smaller step if needed: Draw one wonder and say its question; the second can come another day.
The grown-up’s part: If asked, write each question exactly as your child says it, under the drawing. Don't answer the questions yet; wondering comes first.
Each morning this week, ask one why question at breakfast; a grown-up can add it to Pip's notebook page.
What it practises: Practise starting to wonder: drawing two things you are curious about and saying a why question for each.
Word for word from Mission 1 of the draft The Wonder Workshop for ages 5-6. 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.
Short missions, drawing, simple puzzles, role-play, real-world challenges. About 10-15 min (a few up to 20) per mission. Optional read-aloud narration. Grown-up role: guided play, growing independence.
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.