Story
Follow a narrative, interpret, decide and reflect.
Children step inside a story, weigh up what characters do and choose what happens next, giving reasons along the way.
ExampleThe Kite That Carried Three Names
How Keniah works
Keniah is built around a simple loop. Your child chooses what to explore, steps into an Experience, and discovers something new. No lesson queues. No tests at the end.
Step 1: Explore
Your child browses Experiences by what interests them: stories, games, maps, making things. Keniah also suggests something new now and then, so they discover beyond their usual picks.
Step 2: Experience
Each Experience is connected to what they learn at school, but it feels like a story to follow, a mission to solve or something to make.
Step 3: Discover
Over time, your child sees where they've been and what they've tried. You see careful observations about how they engage, and ideas to try at home.
Six ways in
An Experience is a self-contained, curriculum-connected activity that helps your child understand, explore, apply, create, decide or discover something meaningful. They come in six formats.
Follow a narrative, interpret, decide and reflect.
Children step inside a story, weigh up what characters do and choose what happens next, giving reasons along the way.
ExampleThe Kite That Carried Three Names
Watch a short visual explanation or story.
Short, visual pieces that make an idea click, built to be replayed whenever a child wants another look.
ExampleA Grade 7 algebra visual explainer
Manipulate, investigate, navigate and discover.
Children poke, drag, zoom and try things out to see how something works for themselves.
ExampleAn interactive map exploration
Solve, build, experiment and strategise.
Real game mechanics with a learning idea at their core. Trying again, and trying a different way, is part of the fun.
ExampleExpression Craft
Make choices and observe the consequences.
Children make a call, see what follows and think about what they might do differently next time.
ExampleA trade or civic dilemma
Produce, perform or try something on or off screen.
Open-ended making: designing, performing or trying something in the real world, with no single right answer.
ExampleA Creative Arts challenge
Suggestions
Keniah suggests Experiences using simple rules we can explain, not a black box. Breadth matters to us as much as enjoyment, because discovery only happens when children try new things.
More of what your child already enjoys, so there's always something inviting to start with.
For example: Another story dilemma for a child who often picks stories.
Something related, with a little more to think about, when they're ready for it.
For example: A more involved decision or strategy challenge.
Something outside their usual picks, delivered in a format they like, to widen what they try.
For example: A science, map or building Experience for a story lover.
The interests a child picks when they start are a starting point, not a box. They never stop Keniah from suggesting something different.
My Journey
Children can look back at what they've explored, saved and tried. Achievements reward curiosity, persistence, strategy and discovery. There are no public rankings and nothing that rewards late-night screen time.
Achievements
Curious Explorer
Tried something new.
Kept Going
Came back after something was tricky.
New Strategy
Tried another approach.
Creative Thinker
Explored a different solution.
“You came back to four tricky challenges this week.”
How Keniah talks to children: it celebrates what they did, in words, not numbers.
While your child explores, Keniah gathers the kind of evidence that turns into careful, useful observations for parents.
We're inviting a small group of Kenyan families with children in Grades 4 to 9 to try Keniah early and tell us what works.