Links

The makers, artists and sponsors behind the Playground, plus a directory of games and play for learning.

Game designers

10 Tickles Studio

An independent studio making playful, original tabletop games.

Ben Andersen

Designer of Hot Chocolate Empire, a business and finance game that turns economics into hands-on play.

Collarts

The Melbourne creative college whose Game Design students showed off the games they've made.

Doopy Games

The Melbourne studio behind Fantasy Map Maker and Dungeon Map Maker. You roll dice, sketch your own worlds, then have to survive them.

Engineering With People

RMIT's game series, the first in humanitarian engineering, turning empathy and human-centred design into hands-on play.

Epic Card Games

Makers of Epic Garden, a fast family card game about growing gardens, managing crops and tackling real-world farming challenges.

Indiverse

A collective of independent game makers who show off and sell their own creations, and brought a whole stall to the Playground.

Latin Stories Australia

Award-winning games and storytelling, including La Sobremesa, a conversation game that uses play to explore gender equality, healthy relationships and consent.

Lawless Learning

Complex simulation games for kids that build thinking, interpersonal and communication skills. See them in action on YouTube.

Lucienne Impala

A multi-award-winning game designer, writer and storyteller who champions marginalised voices in game design.

Wellbeing & Health Organisation

Home of The Ecosocial Game Deck, a systems-based game that builds wellbeing and connection between people, places and the planet.

Artists & makers

Abhirami

An artist and maker who joined the Playground market.

Kel Sticks

Handmade art and creative products to browse and buy.

Lucienne Impala

Award-winning designer and storyteller, with printable and playable games to explore on itch.io.

Mud and Mosses

Art celebrating the cute creatures and small wonders of the forest.

The Murmuring Mystic

Original tabletop games and handcrafted trinkets, full of a little everyday magic.

Sponsors

Fortress Melbourne

Melbourne's home of tabletop and video gaming, and a proud supporter of the Playground.

Melbourne Museum

Victoria's much-loved museum, backing hands-on, playful ways of learning.

Modern Teaching Aids

Our major sponsor, and one of the best in the business for classroom games and learning resources.

Games & play for learning

An Australian directory of resources for teaching through games and play, from early years to university. Tap a category to open it. Reviewed over 90 sources, checked August 2026.

Global Play Lab

Rachel Parker's practice, championing play-based learning in schools around the world.

STEMBuddy

Adrian Janson's coding, robotics and STEM programs that bring games into the classroom.

The Irish Duck

Campbell Craig's game-based learning design, turning training into something people actually enjoy.

ACECQA: Learning through play and leisure

Accessible discussion of co-designed play-based programs in early childhood and school-age care.

ACECQA: Play-based learning and intentionality

Official EYLF V2.0 information sheet explaining how intentional educators support learning through play.

Australian Government Department of Education: Gamification

Overview of game elements, possible benefits, limitations and the mixed evidence base.

Australian Sports Commission: Game Sense approach

Student-centred teaching through modified games, questioning and repeated decision-making.

Deakin University: Play-based teaching approaches (PDF)

Open-access interactive textbook on planning, implementing and assessing learning through play, from early years to school.

NSW Government: Teaching and learning with games

Practical introduction for teachers, including videogames and student game-making.

Queensland: Age-appropriate pedagogies

Research-based framework for selecting a balanced range of early-years approaches.

Queensland: Play-based learning

Concise explanation of play-based practice, agency, symbolic representation and teacher decision-making.

South Australian Department for Education: Use of Digital Technology in Education literature review

Broad review with sections on digital games and gamification.

UNSW: Assessing with role-plays and simulations

Higher-education guidance for authentic assessment through simulated environments and challenges.

Victoria: Planning and implementing play-based inquiry

Detailed treatment of teacher roles, learning environments and connections with High Impact Teaching Strategies.

Victoria: Understanding play-based and inquiry learning

Introductory module explaining the learning, wellbeing and social purposes of play and inquiry.

Victorian Department of Education: Play-based and inquiry learning professional learning

Free modular professional learning for early primary teachers, including planning, assessment, inclusion and curriculum connections.

DiGRA Australia

Australian and New Zealand chapter of the Digital Games Research Association.

Games for Change Asia-Pacific

Regional hub for games used in learning, health and social change.

Games for Change Asia-Pacific Journal

Open collection of Asia-Pacific applied-games research and case studies.

Games for Change Asia-Pacific video library

Talks and case studies on classroom games, inclusion, Indigenous knowledge, mental health, higher education and social impact.

Interactive Games and Entertainment Association

Australian games-industry body publishing current research on play, games and the applied-games sector.

Ludolio

Platform developed from University of Sydney research to make suitable games easier for schools and universities to discover and use.

Macquarie University Serious Games Research Network

Serious-game research spanning education, health, ethics, sustainability and social interaction.

RMIT GamifiED

Research group developing and evaluating serious games and simulations for university and professional learning.

Serious Games R&D Australia

Australian research and development organisation working with serious games, simulation and experiential environments.

Serious Games Showcase and Challenge Australasia

Competition featuring applied games in education, healthcare, defence and emergency services.

Simulation Australasia: Serious Games

Professional community advancing serious games across Australia and New Zealand.

Sydney Games and Play Lab

Interdisciplinary University of Sydney group with a specific “Learn” research stream.

Broad and cross-curricular
ACMI Game Builder

Introductory resource for teachers and students making a first videogame.

ACMI Game Lessons

Free lesson plans for English, Humanities, Media, Arts and other learning areas using existing videogames.

ACMI: Creating inclusive games-based lessons

Planning guide for including students with disability, neurological differences and specific learning difficulties.

Australian STEM Video Game Challenge

National student game-design competition with curriculum-linked resources.

Digital Technologies Hub: Create a board game using an Ozobot

Hybrid digital and physical game-making activity with decisions and multimodal storytelling.

Digital Technologies Hub: Designing a mini-game

Years 3 to 4 sequence using Scratch or a similar visual programming platform.

Digital Technologies Hub: Lesson ideas

Australian Curriculum-linked lessons, including game design, Scratch, robotics and interactive stories.

Digital Technologies Hub: What makes a good game?

Years 5 to 6 design-thinking sequence in which students analyse, create and showcase games.

Ludolio for schools

Helps educators find games, plan their use and connect them with learning goals.

Primary teacher resources for the STEM Video Game Challenge

Structured unit and lesson materials for younger game designers.

Secondary teacher resources for the STEM Video Game Challenge

Ten-stage sequence covering planning, mechanics, coding, visual design, audio, prototyping and testing.

Science, mathematics and environment
Arludo

Free-to-start Australian science games and challenges for primary classrooms.

Arludo research

Peer-reviewed studies underpinning the platform’s game-based science approach.

Australian Museum: Caring for our Coast digital games

Games and teacher material about marine animals, habitats and caring for coastal environments.

Australian National Maritime Museum Games Centre

Award-winning games such as The Voyage, Cook’s Voyages and Wreck Seeker, mapped to the Australian Curriculum.

Early Learning STEM Australia

Australian play-based digital STEM program combining children’s apps with more than 100 off-screen activities.

Makers Empire: Game-based learning

Australian 3D design platform explaining how its game mechanics support STEM and design learning.

QuestaGame

Australian biodiversity game in which players photograph and identify species while contributing citizen-science observations.

Humanities, civics and culture
ACMI: Paperbark and First Nations environmental knowledge

Years 5 to 6 lesson using an Australian videogame as a starting point for learning about Country and environmental knowledge.

AEC Democracy Rules interactives

Quests, history challenges and games about voting, referendums and the Australian Constitution.

Australian Electoral Commission: DemocraCity

Free downloadable 3D civics game with interactive election modules.

Parliament of South Australia: Classroom debate role-play

Ready-to-use activity in which students role-play the passage of a bill.

Parliamentary Education Office: Classroom activities

Role-plays and toolkits that turn the classroom into an Australian parliament.

Yulunga Traditional Indigenous Games

Games resource for schools and communities developed around Aboriginal and Torres Strait Islander cultures.

Health, wellbeing, safety and inclusion
Australian Sports Commission: Playing for Life

Inclusive, curriculum-aligned game cards for teachers and coaches.

Blurred Minds games

Free Australian alcohol and drug education games for school students.

eSafety Commissioner: Classroom resources

Games, role-plays and playful activities on respectful relationships, scams, help-seeking and online safety.

Sideffect GamePlan research overview

Branching-narrative serious game created for alcohol and other drug education in Years 9 to 10.

Sound Scouts

Australian serious game that embeds a clinically validated hearing check in engaging play.

Streets of My Town

Australian social-impact adventure game that teaches teenagers how to find local help and support services.

Australian Institute of Medical Simulation and Innovation

Hospital-based centre delivering simulation education to improve healthcare quality and safety.

Charles Sturt University Game-Based Learning Compendium

Collection spanning classroom engagement, adult learning, workplace readiness and implementation challenges.

CQUniversity: Simulations and serious games in law and justice

Australian research and development agenda for games and simulations in legal and justice education.

NHET-Sim

National Health Education and Training in Simulation program for healthcare professionals and educators.

Playconomics

Game-based economics and statistics courses developed at UNSW.

RMIT GamifiED projects

Examples of games for accounting, project management, collaboration and professional decision-making.

RMIT: Breaking the barrier between play and learning

Case study of the Blackout serious game used with large university cohorts.

Simulation Australasia: Healthcare

Home of the Australian Society for Simulation in Healthcare and a network for simulation-based professional education.

University of Melbourne: Simulation and gamification in higher education

Australian higher-education case studies, including role-playing and stakeholder simulations.

UNSW: The story of Playconomics

Short account of the design and use of the economics game in university teaching.

Western Sydney University: Serious game play in online learning design

Practical overview of using serious games to engage, guide and assess university students.

ACER: Learning Through Play at School

Review and conceptual framework for playful learning in primary school.

ACER: Learning through play beyond the early years

Short and accessible account of the framework and its implications.

ARC project: Serious Play

Major Australian study of digital games in schools for literacy and learning.

Catherine Beavis: Deakin University research outputs

Extensive Australian research on games, literacy, pedagogy and young people’s digital cultures.

Deadly Gaming pilot

Australian study of digital gaming, culture, peer mentoring and learning with Indigenous primary students.

Deakin: Video games have winning impact in classrooms

Accessible summary of the Serious Play project and its classroom findings.

Drivers and barriers to game-based learning in universities

Bond University-led systematic review focused on why university educators do and do not adopt these approaches.

Erica Southgate: University of Newcastle profile

Australian research on serious games, immersive learning and emerging technologies.

Game Uses Model for Classrooms

Australian model derived from Queensland educators’ use of games in classroom contexts.

IGEA: Australia Empowered by Applied Games

Current Australian applied-games landscape report and examples.

Press Play for Learning

Erica Southgate, Janene Budd and Shamus Smith’s practical framework for selecting and using serious games in primary and secondary classrooms.

Serious games for health promotion in adolescents

Australian-led scoping review of serious games used in adolescent health education.

Teachers’ beliefs about digital games in classrooms

Australian study of the possibilities and limitations teachers see in classroom videogames.

Teenagers learn through play too

Research showing how playful approaches can support adolescents’ engagement with complex science communication.

Video games and learning in Australian classrooms: scoping study

Large report combining a research review with evidence about Australian secondary teachers’ practices and views.

What do secondary teachers think about digital games for learning?

Recent mixed-methods research conducted across Australia.

A meta-analysis of the cognitive and motivational effects of serious games

Major synthesis comparing serious games with conventional instruction.

Digital Games, Design, and Learning

Major systematic review and meta-analysis of digital games and learning for K to 16 students.

Field Day Lab

University-based studio producing free, research-informed learning games and tools for educators.

Games for Change game directory

Curated directory of more than 150 digital and non-digital social-impact games.

Gamification and game-based learning, University of Waterloo

Especially useful for explaining the difference between the two approaches.

iThrive Games

Game-based resources connecting social and emotional learning with academic content.

LEGO Foundation: Learning through play, a review of the evidence

Widely cited synthesis of the characteristics and developmental value of learning through play.

Minecraft Education

Large international collection of lessons, worlds and teacher training built around a commercial sandbox game.

Playful learning: tools, techniques and tactics

Nicola Whitton’s influential framework for playful learning in higher education.

The effect of games and simulations on higher education

Open-access systematic literature review across university disciplines.

UNESCO MGIEP: Games for Learning

Games and programs supporting social and emotional learning and global citizenship.

UNICEF and LEGO Foundation: Learning through play

Clear policy brief focused on early childhood and the early primary years.

World Peace Game Foundation

John Hunter's hands-on political simulation in which students run the world, negotiate crises and learn through complex, collaborative play.