The game is designed so that it is suitable for a broad range of levels. Aimed at Years 5 to 8, it is a classroom resource which allows students to practise skills and generate discussions.

The game is split into ‘Chapters’ which do not have to be played chronologically. Each Chapter is centered on a key theme of Digital Intelligence.

Similar to a ‘choose your own adventure’ concept, each Chapter allows the player to make decisions that demonstrate their personal maturity and capacity to relate to others appropriately. The accompanying lesson plans and student slides are designed to help teachers facilitate discussions around the implications of the decisions students make during the game.

Teacher's handbook 

The handbook is a comprehensive guide to assist teachers in using The Lost Summer as a tool to build digital intelligence in students. It provides background information, download instructions and an understanding of the game mechanics.

It is designed to be downloaded prior to playing the game, to help teachers answer questions about game play and guide discussion. Using the guide and lesson plans together, teachers are able to help students understand the impact of their choices on the chapter outcomes and apply the lessons learned to real life scenarios.

Lesson plans and resources

Download the game

The game is available on most platforms and can be played on a desktop or mobile device. Visit our support page for and follow the instructions.

Select a chapter to explore

Each Chapter focuses on a key theme and can be used as a standalone teaching resource designed to explore a number of key skills within that theme. Teachers are encouraged to select the Chapter with the theme that is most relevant to their students.

Complete the pre-game activity

It is recommended that the pre-game activity for the corresponding Chapter is completed before students start to play. These short activities are designed to focus student attention, introduce them to the theme of the Chapter and help them develop an awareness of the skills they may require while playing the game.

Playing the game

The game can be played individually or in pairs. Playing as the main character, students will need to make choices about how the character would respond to online challenges and help their friends feel included and safe online. Their choices will influence the outcome of the game and have consequences for the characters they are interacting with.

At the end of each Chapter, students receive feedback on their choices and their strengths in the particular skill demonstrated. Students also have an opportunity to provide feedback about how they found the game and their level of understanding about the skills they used in the game. This is also an opportunity for teachers to gauge how students have demonstrated their skills during gameplay.

After the game

The post-game activities are designed for the students to engage in guided reflection and discussion. The lesson plans and slides provide a range of short activities to allow students to reflect on their actions and the consequences of their decisions during gameplay. Teachers are encouraged to choose the activities they see as relevant to the needs of their cohort.

Australian curriculum outcomes

The game is designed so that it is suitable for a broad range of levels. Aimed at Years 5 to 8, it is a classroom resource which allows students to practise skills and generate discussions.

Years 5-6

OutcomeLearning AreaChapters
Examine how identities are influenced by people and places (ACPPS051)HPEThe Championship
The Petition
Mean Meme
Practise skills to establish and manage relationships (ACPPS055 )HPEThe Championship
The Petition
Mean Meme
Examine the influence of emotional responses on behaviour and relationships (ACPPS056)HPEThe Championship
The Petition
Mean Meme
Recognise how media and important people in the community influence personal attitudes, beliefs, decisions and behaviours (ACPPS057)HPEThe Championship
The Petition
Mean Meme
Participate in and contribute to discussions, clarifying and interrogating ideas, developing and supporting arguments, sharing and evaluating information, experiences and opinions (ACELY1709)HPEThe Championship
The Petition
Mean Meme

Years 7-8

OutcomeLearning AreaChapters
Investigate the benefits to individuals and communities of valuing diversity and promoting inclusivity (ACPPS079)HPEThe Championship
The Petition
Analyse factors that influence emotions, and develop strategies to demonstrate empathy and sensitivity (ACPPS075)HPEThe Championship
The Petition
Mean Meme
Interpret the stated and implied meanings in spoken texts, and use evidence to support or challenge different perspectives (ACELY1730) EnglishThe Championship
The Petition
Mean Meme
Participate in and contribute to discussions, clarifying and interrogating ideas, developing and supporting arguments, sharing and evaluating information, experiences and opinions ACELY1709EnglishThe Championship
The Petition
Mean Meme
Practise and apply strategies to seek help for themselves or others (ACPPS072)HPEMean Meme
Recognise and explain differing viewpoints about the world, cultures, individual people and concerns represented in texts (ACELT1807)EnglishThe Championship
The Petition
Analyse and explain how language has evolved over time and how technology and the media have influenced language use and forms of communication (ACELY1729 )EnglishThe Championship
The Petition
Mean Meme
Investigate the benefits of relationships and examine their impact on their own and others’ health and wellbeing (ACPPS074) HPEThe Championship
The Petition
Mean Meme
Identifying, discussing and interpreting ideas and concepts that other individuals and groups value (ACELY1719) EnglishThe Championship
The Petition
Mean Meme
Identifying cause and effect in explanations and how these are used to convince an audience of a course of action and inferring the tone and emotional intent of a character in dialogue in a narrative (ACELY1722)EnglishThe Championship
The Petition
Mean Meme

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