School education kit for smartphone game

Scientell wrote and designed a comprehensive resource kit providing learning activities that link applications of Placemaker, a smartphone game, to the Victorian curriculum for primary and secondary school students.

Client: Swinburne University and the City of Casey

Audience: Primary and secondary school teachers and students.

Placemaker encourages exploration of the surroundings of Bunjil Place, a community cultural and civic centre in the City of Casey in Melbourne’s south-east. There are geometric urban codes hidden in and around Bunjil Place. The urban codes combine street art and augmented reality in a way that encourages players to explore their community and to think about urban planning, the environment, art and much more.

Scientell created more than 50 activities targeted at primary and secondary year levels of the Victorian curriculum. Activities are organised according to suggested learning areas. The education resource kit encourages and supports involvement of primary and middle-secondary school students in playing the game, and to potentially expand it to other locations throughout Casey.

Innovative Features

Scientell created activities for a range of Victorian curriculum areas, including English, Geography, History, Civics and Citizenship, Mathematics, Science, Health and Physical Education, Digital Technologies, Media Arts, Visual Arts and Visual Design. The innovative activities ranged from creative essays, to model-making, to traditional and online game development.