Your kid learns the words inventors use — and starts drawing wild ideas without worrying if they're "good."
Your kid picks a real problem each month, sketches three ways to solve it, and chooses one to actually build.
You and your kid talk through one big question at dinner each week — and write the answers down together.
Instant PDF downloads. Print them, hand them over, and watch your kid actually use them.
Vocabulary + sequencing + drawing prompts pulled straight from the story.
Sketch three ways to solve a real problem. Pick one. Actually build it.
The family-night workbook — kindness, teamwork, and one big question at dinner.
Each month your kid tackles a fresh real-world problem, from "lost socks" to "how to water plants while we're camping." They finish with a sketch, a plan, and a story to tell at dinner.
Mrs. Pumpernickel's printable journal trains them to chase quantity first — get 20 bad ideas on paper before picking the one worth building.
Weekly drawing prompts kill the "I can't draw" excuse and teach your kid that sketching IS thinking.
By month three, you'll catch your kid narrating fixes for things that annoy them. That's the whole point.
Sneak peeks of Book 2, new characters, and curriculum drops — before anyone else hears about them.
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