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The Lost Summer

About this resource

A role-playing video game designed for 11 to 14-year-olds to build digital intelligence skills and encourage safe online experiences.

Target audience

Level

Lower secondary, Upper primary

Keywords

Accessing support, Bystanders, Critical thinking, Cyberbullying, Digital resilience, Online security, Privacy and personal information, Respectful online relationships

Type of resource

Video game, teacher guide, slides, student-directed learning

Timeframe

5 x 20-minute video game-based play and& supporting lessons from 15 to 70 minutes each

Australian curriculum

Key learning areas

Health and Physical Education, English, Technologies

General capabilities

Ethical Understanding, Personal and Social Capability, Intercultural Understanding

Key outcomes

The Lost Summer enables learners to rehearse online safety scenarios and challenges in a safe environment, building digital resilience and an understanding of respectful relationships. Players will develop digital intelligence skills such as critical thinking, empathy, resilience, respect and responsibility. 

The Lost Summer Promo

The Lost Summer is a role-playing video game, designed to be a highly engaging experience for 11-14 year olds while building digital intelligence skills and encouraging online safety.

Using this resource

The resource is organised into five Chapters, each exploring a different element of digital intelligence. 

Select the game Chapter with the theme that is most relevant to your students. Each Chapter can be used as a standalone teaching resource. 

A teacher guide (handbook) is provided, as well as a lesson plan with supporting slides for each Chapter. 

Use the handbook to answer questions about gameplay and guide discussion. Use the handbook and lesson plans together to help students understand the impact of their choices on the Chapter outcomes and apply the lessons learned to real-life scenarios. 

You can also send your students the link to the student homepage and let them explore on their own.

Student home

 

Each lesson plan follows a similar pattern: 

  • Pre-game activity: Students complete the pre-game activity for the chosen Chapter before they start to play.  
  • Play game: The game can be played individually or in pairs. Throughout the game players will have conversations with characters where they make good decisions; play mini-games, such as puzzles and decoding games; explore the fictional, futuristic world in which the game is set. Once players complete a game Chapter, they are rewarded with the chance to compete in a race at the Drone Racing Championships. 
  • Feedback: At the end of each Chapter, students receive feedback on their choices and their strengths in the particular skill demonstrated.  
  • Post-game activities: 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 activities that are relevant to the needs of their class. 

Install the game 

The game is available on most platforms and can be played on a desktop or mobile device.  

Visit our support  page for installation instructions, Tech Guide and troubleshooting FAQ, as well as end-user licence agreements. 

Materials: 5 x PDF lesson plans, 5 x slide decks, 1 x teacher guide (handbook) or download materials for individual Chapters below. 

 

Structure 

Each game Chapter explores a different element of digital intelligence, where the main character helps the student explore social and emotional skills from a different perspective. There are five Chapters available. 

Mean Meme (Topic: Empathy Gameplay: 20 mins Lesson: 15 to 55 mins)

The Petition (Topic: Resilience Gameplay: 20 mins Lesson: 5 to 55 mins)

The Championships (Topic: Respect Gameplay: 20 mins Lesson: 15 to 60 mins)

Shockwave (Topic: Responsibility Gameplay: 20 mins Lesson: 5 to 70 mins)

Revelation (Topic: Critical thinking Gameplay: 20 mins Lesson: 5 to 60 mins)

 

Mean Meme 

20 mins game, 15 to 60 mins lesson 

Keywords: 

Empathy, seeking support, self-care, emotional wellbeing, respecting others, showing compassion 

Purpose:  

  • understand the importance of having empathy and how it can affect our emotions or the way we view a situation 
  • develop strategies to practise empathy in our daily lives 
  • develop strategies to seek support 

Chapter outline: Amid the excitement of drone racing action, a controversial video goes viral and causes friendships to be tested. Students play as social butterfly Koleen, and will need to ask themselves and their friends some hard questions to help understand how simple acts can have devastating consequences. They will need to be mindful of their emotions and show empathy for those around them as they try to help a friend avert a crisis unfolding on social media. 

Materials: 1 x PDF lesson plan, 1 x slide deck, 1 x teacher guide (handbook) 

Download all resources
ZIP, 51.81MB

 

The Petition 

20 mins game, 15 to 55 mins lesson 

Keywords: 

Resilience; self-awareness; self-management; characteristic strengths; emotional, social, physical wellbeing 

Purpose:  

  • understand how ‘resilience’ impacts on social, emotional and physical wellbeing 
  • develop strategies to build and apply resilience techniques in challenging situations 

Chapter outline: Tensions continue to rise between the factions as the Drone Racing Championships approach. Playing as Suley, a newcomer to South Coast City, students will need to work hard and keep a cool head to counter the online harassment targeting Sunwalkers. Will the community continue to be divided by their differences, or can players show resilience and use social media to spread positive vibes? 

Materials: 1 x PDF lesson plan, 1 x slide deck, 1 x teacher guide (handbook) 

Download all resources
PDF, ZIP, 23.67MB

PDF

 

The Championships 

20 mins game, 15 to 60 mins lesson 

Keywords: 

Respect for self, others and community, empathy and kindness, valuing diversity, ethical decision making, self-awareness, promoting inclusivity 

Purpose:  

  • understand the effects of our choice of words on ourselves and others 
  • understand the importance of mutual respect in our exchanges 
  • think about appropriate responses to dealing with conflicting opinions 
  • understand how diversity enriches our communities 

Chapter outline: In the lead up to the much-anticipated Drone Racing Championships, excitement spills over into tension as negative social media posts and strange happenings set the community on edge and cause arguments. Playing as Tomasz, an enthusiastic young drone racer, students will need to navigate social media, use technology and demonstrate respect to solve problems and help others see they are valued despite their differences. 

Materials: 1 x PDF lesson plan, 1 x slide deck, 1 x teacher guide (handbook) 

Download all resources
PDF, ZIP, 23.54MB

PDF

 

Shockwave 

20 mins game, 15 to 70 mins lesson 

Keywords: 

Online risks, rights, responsibilities, scams, hacks, security, online choices 

Purpose:  

  • develop strategies to protect personal information online and take responsible action against potential threats 
  • understand the impact of online decisions on oneself and others 
  • develop strategies to seek support and address issues relating to online safety and security 

Chapter outline: With everyone’s attention on the Drone Racing Championships, some see an opportunity for mischief and mayhem. Playing as street-smart teenager Anahita, students are responsible for protecting themselves and their friends from a cyber attack. With anonymous hackers looking to wreak havoc, can players keep their wits about them and figure out who to trust? 

Materials: 1 x PDF lesson plan, 1 x slide deck, 1 x teacher guide (handbook) 

Download all resources
PDF, ZIP, 12.51MB

PDF

 

Revelation 

20 mins game, 15 to 60 mins lesson 

Keywords: 

Critical thinking, fake news, online hate, misinformation, credibility, analysis, informed judgement 

Purpose:  

  • critically analyse the credibility of information sources online 
  • understand the different ways online messages can be expressed to influence thinking 
  • develop strategies to seek out reliable information sources online 

Chapter outline: In the aftermath of the recent cyber attack, it seems no one can be trusted. From the newsroom to Chirpy, everyone is talking, but who is telling the truth? Playing as headstrong, young journalist Abigail, students are tasked with investigating the cyber attack. They will need to use critical thinking and sharp observation skills to follow the clues, piece together the facts and disrupt the hacker threat. 

Materials: 1 x PDF lesson plan, 1 x slide deck, 1 x teacher guide (handbook) 

Download all resources
PDF, ZIP, 12.36MB

PDF