Suitable for years 3 to 8
Interactive lessons and games Interactive lessons and games
Curriculum aligned activities Curriculum aligned activities
Unlocking Our Stories: Australia's Symbols
Discover Australia through our national symbols
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Year 3-4
Students learn about the meaning and importance of the symbols of Australia as they help Mila and Kai solve the Case of the Missing Emu.
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Year 5-6
Students learn about the history and protocols of the national symbols as they help stop a mischievous marsupial from sabotaging the city.
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Year 7-8
Students analyse the role of the symbols in shaping national identity as they compete to earn a place in the Great Australian <Virtual> Race.
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Year 3-4
Students learn about the meaning and importance of the symbols of Australia as they help Mila and Kai solve the Case of the Missing Emu.
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Year 5-6
Students learn about the history and protocols of the national symbols as they help stop a mischievous marsupial from sabotaging the city.
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Year 7-8
Students analyse the role of the symbols in shaping national identity as they compete to earn a place in the Great Australian <Virtual> Race.

At Home

Year 3-4

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Students learn about the national symbols of Australia as they help solve the Case of the Missing Emu. Emu is missing from the Commonwealth Coat of Arms and Kai, Mila and Kangaroo need help. Following the clues Emu leaves behind, students solve the mystery and learn about the national symbols along the way. But can they get Emu back to the Commonwealth Coat of Arms before the Prime Minister finds out?

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Year 5-6

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Students learn about the history and protocols of the national symbols as they help stop a mischievous marsupial from sabotaging the city. Neville the Numbat wants to be famous for all the wrong reasons. Students help Laleh and Aidan crack the codes to stop Neville from misusing the national symbols. But can they stop him in time or will they miss out on their own chance to be famous?

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Year 7-8

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Students analyse the role of the symbols in shaping national identity as they compete to earn a place in the Great Australian <Virtual> Race. Playing in the first person, students complete three challenge rounds to earn the right to participate in the final race. But can they overcome The Hacker who is determined to make them fail?

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