Kea & Rock and the Hungry Wind

for grown-ups · First Expedition · start here

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The First Expedition · about 12 minutes · ages 7 and up (written for 7–10, with two trails: the main trail and the high route)

The big idea

This is your child's first expedition, and it teaches the tools everything else uses. A snack has gone missing, and finding it means learning to ask: what do I think happened? Where did that idea come from? How sure am I? What would we see if I were right? The mystery is small on purpose. The habits are the point.

What happens (spoilers, since you're a grown-up)

Kea (an overconfident mountain parrot) has lost a carefully buried snack and immediately blames a "hungry wind". Your child is recruited on the spot — "you're crew now" — and offers their own theory. Every theory has to say what evidence it predicts: wind means scattered crumbs, rolling means a trail, a visitor means tracks. None of it is there. What is there: tidy beak marks, and a second little hole nearby with the snack in it. The beak marks match exactly one beak at base camp. Kea moved the snack at dusk "for safekeeping" and forgot. Rock, a glacial boulder and the only witness, watched the whole thing and said nothing — because, famously: "Nobody asked."

Kea formally apologises to the wind ("Wind — I said things") and your child's Field Kit, used tool by tool along the way, becomes theirs.

The thinking your child practiced

Words your child may come home saying

Word What it means
crew your child — a member of the expedition
Field Kit the toolkit they earn in this episode, tool by tool
where-from where a piece of knowledge came from
Sure-o-Meter how sure am I: just guessing, pretty sure, really sure
Wing-Flash the aha moment when something suddenly makes sense
Wonder Log their expedition notebook
patches badges earned for behaviours — like Asked a Great Question — never for being right first try

Try it at home

Next time something goes missing in your house, run the crew's game before the search: everyone states a theory, tags where it came from (saw it? guessed it? worked it out?), and says what evidence their theory predicts. Then look. The one rule from the episode worth stealing: whoever changes their mind when the evidence turns up gets the credit, not whoever guessed right.

Talk about it afterwards

For teachers

Twelve minutes, sized for a single session, and deliberately gentler than a topic episode — it exists to install the vocabulary (where-froms, the Sure-o-Meter, the Wonder Log) that later expeditions assume. Works read-aloud with younger children; nothing in the app assumes a solo reader. The high route (roughly ages 9–10) adds two short beats: confidence should track evidence, not repetition (did the needle move because we learned something, or because Kea got louder?), and memory as a strong-but- imperfect source. Both are good five-minute class discussions on their own.


Curious Kea · a game about how we know things · curiouskea.nz


Every expedition ends the same way for a grown-up: a home experiment, and something to talk about. Nothing here is homework. If your child wants to argue with the card, that is the point.