Teachers: Year 7-8
Chapter 1
Students play in first person as they compete to be part of a reality program – The Great Australian <Virtual> Race. If they complete all three challenge rounds they will make it through to the final race. Can they complete all the challenges or will The Hacker’s tricks defeat them? Students are tested in the first round to show what they know about the Australian National Anthem.
Chapter 2
It seems that someone does not want the team to succeed. The Hacker interferes with the information displayed on the screen. Students will need to use more than just good researching skills to unravel the damage and get through this round on Australian flags.
Chapter 3
It’s the last round. A big effort is needed to defeat The Hacker’s schemes and make it over this last hurdle. This time, the website has been encrypted and must be deciphered before the team can complete the challenge. Maybe then, they will find out The Hacker’s identity. But will they know enough about the national symbols to get them through to the final race?
Epilogue
The team has qualified for the final round of the Great Australian <Virtual> Race. Read the Epilogue to find out how the race is run. Then play the game to see which teams can make it onto the leaderboard.