Eighteen small worlds to wonder in.
Every game lives in a hand-made world of paper and felt: an island of feelings, a garden that grows, a market with pretend paper coins. Children tap, sort, build and test ideas. Every instruction is spoken, so children who cannot read yet can still play on their own.
The village map. Each house is a kind of play: phonics, listening, numbers, drawing, feelings, routines and the inquiry games.
Emotion Island
Reads a friend's face and names the feeling.
Animal Rescue
Finds the home each animal needs.
Market Day
Counts pretend paper coins and pays for the fruit.
Explorer Quest
Plans a route across a map, one step at a time.
Water Guardian
Shares six drops of water between what a town needs.
Mystery Scientist
Tests an idea: does the plant in the sun grow more?
Also every day
A feelings check-in, a morning and an evening routine, letter sounds, counting, and a drawing with a voice label that stays on the device.
Feelings check-in
Morning and evening routines
How does a child learn to think?
One small mystery, five steps.
Every Wonderlets game follows the same quiet path. Children never see these words; they just play. Here is The Missing Backpack, played in Grade 1.
Wonder
“Sam's backpack is missing again! Let's ask people what they saw.”
A question worth caring about. Nobody gives the answer away.
Explore
“Who should we ask first?”
The child gathers clues by asking. The teacher remembers the library. Every choice here is a good one.
Think
“Where should we look?”
The child picks the lunch room. It fades a little, and a kind voice says: the cook saw Sam at lunch without it. Where else? Never a red cross.
Act
“Which question would help most next time something goes missing?”
The idea becomes a plan the child can use again: where did you last see it?
Reflect
“What helped you solve the mystery?”
The child looks back at how they solved it, not only at what they found.
Five steps in every game. That is how a habit of thinking grows.
No red crosses. No countdowns.
A choice that does not fit is gently dimmed, with a nudge to look again. In a social situation, more than one answer can be kind.
Praise names what the child actually did, never a generic "well done". After a second try at a hard game: "You were a Risk-taker. You tried the tricky one!"
Ten Learner Profile badges grow from Seed to Sprout to Bud to Bloom as a child shows curiosity, care and reflection in different kinds of play. They never shrink.
Ten Learner Profile badges, each with its own animal: the owl for Inquirers, the fox for Thinkers, the heron for the Reflective.
Stars earned for effort buy hats and paint for the child's own room. Never real money.
Made for children. Answerable to you.
Never in Wonderlets
Ads, or advertising and analytics trackers in the child area
Chat, friends or messages
In-app purchases in the child area
Streaks to lose, leaderboards or countdown timers
Links that leave the app without a grown-up
Uploaded voice recordings: they stay on the device
Always yours to decide
The daily time limit, from 5 to 240 minutes
A grown-up gate in front of settings and outside links
A nickname and a PIN for each child: no real name, photo or birth date
Child data stored in Canada
Export or delete a child's data at any time
Play that keeps working offline
Six themes, six islands. A school decides which one comes next.
Your programme of inquiry. Your community.
A school or class joins with a code or a QR code, and each family gives separate consent first. Admins set the order of the six transdisciplinary themes, switch features off for their community and can lower the daily limit. When a child leaves, the profile returns to the family.
Organization and class codes with an expiry date and a use limit
Feature switches that only ever restrict
Data kept apart for every school