For grown-ups

what it teaches, how to play it, and a card for every expedition

What it teaches

Curious Kea is an interactive story about how we know things: what do I think, where did that come from, how sure am I, how would I find out, and what would change my mind. Not a list of facts to remember, though children pick up plenty along the way (why seasons happen, how a footprint can be a witness, how a boulder ends up under the wrong mountain). The facts are the scenery, and the habit is the point.

Each expedition walks the same loop in story: claim, where-from, Sure-o-Meter, predict-then-check, update, Wonder Log. Kea's theories are wrong in entertaining ways, Rock keeps records and only ever reports what it saw, and your child adjudicates. Nobody in the story is an oracle. Every character has a source, not an authority, and the crew compares sources ("she saw it; he was told; I guessed") rather than status.

These are the five patches a child can earn, and the whole reward system:

They reward the moves rather than being right first, and changing your answer after the evidence actually earns more than being right straight away. Sticking to your theory after the evidence is allowed too:

You may keep the theory. The evidence stays too.

Rock, every expedition

A worn canvas satchel with a notebook, pencil, dial and a ring of wooden tags hanging from its rim.
the Field Kit
A hand-drawn dial with three stops: just guessing, pretty sure, really sure. The needle sits between the last two.
the Sure-o-Meter
Five small wooden tags fanned out on a metal ring.
the where-from tags
A cloth-covered notebook wrapped in string, a stub of pencil tied on, one corner dog-eared.
the Wonder Log

How to play it with a child


What it will never do

Progress, patches and the Wonder Log live on your device and never leave it. Moving to a new device is a "pack up" and "unpack" of one file, and the file goes only where you put it. The privacy page says the rest in plain words.


The expeditions

One card per expedition: what happens (with spoilers), the thinking your child practised, words they may come home saying, the home experiment, and what to talk about afterwards. Printable.

First Expedition

  1. Kea & Rock and the Hungry Wind start here · about 12 min
    Kea's buried snack is gone. Kea blames the wind. How would anyone check on a wind?
    play for grown-ups

The Past

  1. Kea & Rock and the Giant Chicken Expedition One · about 18 min
    A footprint bigger than Kea, in mud gone hard. Nothing that made it has ever been seen alive. So what did?
    play for grown-ups
  2. Kea & Rock and the Bones Nobody Saw Expedition Two · about 16 min
    Bones older than Rock, and nobody ever saw the animal. Not even Rock. Now what?
    play for grown-ups

Rock's Origin

  1. Kea & Rock and the Missing Glacier Expedition One · about 15 min
    Rock doesn't match the mountain it sits under. And Rock can't remember arriving.
    play for grown-ups
  2. Kea & Rock and the Slow Clock Expedition Two · about 15 min
    How long has Rock sat in this valley? Nobody was counting. Some things count by themselves.
    play for grown-ups

Weather

  1. Kea & Rock and the Certain Sky Expedition One · about 15 min
    Kea can always tell tomorrow's sky. Just ask Kea. Rock, meanwhile, kept a tally.
    play for grown-ups

Seasons

  1. Kea & Rock and the Drifting Sun Expedition One · about 20 min
    The coldest morning yet. Kea says the sun itself is drifting away. How would anyone check on the sun?
    play for grown-ups
  2. Kea & Rock and the Leaning World Expedition Two · about 20 min
    Winter keeps coming back. On time. Kea wants to know what winds it up.
    play for grown-ups

Questions, corrections, ideas

Write to [email protected]. If a card gets a fact wrong, that is exactly the kind of thing the crew would want to know.