Help Fenn and Pip prepare a starlight picnic. Plan routes through 18 missions with branching paths, keys, and saved progress.
Choose age 4 or 6 and explore three chapters of six missions. Add arrow commands, then watch Pip follow the plan. Garden paths introduce directions; the pond adds side paths; the treehouse adds a key, with a detour for older children. Change an unsuccessful plan or ask for help. Finished missions are saved on this device so you can leave and resume later.
Practices planning an action sequence, comparing a plan with its result, and describing directions. This game has not been tested as a developmental intervention.
Tips for parents
Ask “Where will the robot go next?” before running the plan. Let your child change an unsuccessful route. Try the same game with paper arrows on the floor.
These games offer practice planning actions and comparing spatial arrangements. They are our own designs, not interventions tested in the studies, and have not been shown to raise IQ.
The activities guide encourages adults to adjust games to children’s skills and gradually increase challenge.
A study with 70 children aged 4–5 investigated learning geometric properties through guided play, free play, and direct instruction. It supports exploring guided play, not a claim that this particular game improves general intelligence.
Age 4 uses a 4 × 4 map and shorter routes; age 6 uses a 5 × 5 map. Later chapters add side paths and a key. In the last chapter, older children may need to visit a side path and return. The next route also adjusts to success or help.
Yes. Each finished mission is saved on this browser and device. Continue returns to the next unfinished mission with the same puzzle. An unfinished command sequence is not saved. Private browsing or clearing site data can remove progress.
This is a playful opportunity to practice planning, not an intelligence assessment. We have not tested whether this game changes children’s abilities outside the game.