Bonus pack

Bonus Activities 4

Grade 5 & 6·Year 5 · Year 6

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Overview

Overview

This bonus activity section is packed with 24 game-based learning ideas designed to help educators transform everyday lessons into experiences that students genuinely look forward to. Drawing inspiration from board games, sports, and video games, each activity introduces simple yet powerful mechanics that turn learning into an active, engaging, and energetic experience. These are not just one-off ideas; they’re tried-and-tested approaches that bring subjects to life, encourage participation, and create an environment where students feel excited to be involved.


What makes this collection especially powerful is its flexibility. Alongside each structured activity are blank versions, allowing educators to adapt the core idea to any topic, age group, or learning goal. This opens the door for creativity, allowing teachers to experiment, take risks, and design lessons that truly connect with their students. At its heart, this section is about empowering educators to amplify both learning and well-being, creating classrooms where joy, curiosity, and meaningful engagement are at the centre of every experience.

Play

Monopoly Classroom

Classroom Monopoly takes a timeless favourite and transforms it into an active, fast-paced learning experience that gets students moving, thinking, and competing all at once. Set up just like the traditional board game, students roll the dice, move around the board, and complete a mix of questions and physical challenges at each square. From literacy and numeracy to general knowledge and fitness, every turn keeps students engaged while reinforcing key skills in a fun and dynamic way.

What makes this version stand out is the balance between structure and flexibility. Students earn points each time they pass “GO,” revisit unfinished squares, and push through challenges together, adding a layer of strategy and persistence. With the option to customise questions using blank templates, it also allows teachers and students to tailor the experience to any topic. It’s a high-energy, adaptable game that brings learning to life while creating excitement and friendly competition in any space.

Written

Movement Money

Movement Money is a high-energy game that combines fitness, teamwork, and strategy into one engaging experience. Students work in small teams to complete as many exercises as possible within a set time, earning “movement money” for their efforts. The harder and smarter they work, the more they earn, creating a strong sense of motivation and urgency as teams push to maximise their total before time runs out.

Once the movement phase ends, the game shifts into an exciting live auction. Teams use their earned money to bid on equipment or items, which they’ll then use to create their own game, activity, or even a lesson. This second phase brings creativity, planning, and collaboration into play, as students turn their purchases into something meaningful. It’s a powerful mix of movement and thinking, where effort directly translates into opportunity, and where every team gets the chance to build, create, and share.

Exercise

Paper Planes

Paper Planes is a simple yet powerful activity that turns creativity and curiosity into meaningful learning. Framed through an engaging survival story, students are challenged to design and build the best possible paper plane to send a “HELP” message off a deserted island. With time to research, plan, and construct, the task encourages problem-solving, imagination, and ownership, as every student works towards creating a plane that can travel the furthest.

What brings this activity to life is what happens after the build. Students test their designs through multiple throws, record distances, and analyse their results, bringing in elements of science, numeracy, and reflection. Over time, they can refine their designs, track progress on leaderboards, and explore what makes a successful plane. It’s a hands-on, repeatable experience that blends experimentation, competition, and learning in a way that keeps students invested and excited to improve.

Gratitude

Passport Explorer

Passport Explorer is a high-energy brain break board game where students race to “travel the world” by moving around a classroom setup using dice. Each player or team starts anywhere on the board and rolls to progress across different country squares. When they land in a country, they must complete a quick movement challenge before marking that country off on their personal passport. The goal is to visit as many countries as possible, either within a set time limit or by achieving a bingo-style win (e.g., four in a row on their passport).

The game keeps engagement high by mixing movement, chance, and strategy. Landing on special “activate” squares triggers random events similar to classic board game mechanics, adding unpredictability and excitement. It’s flexible in setup and can be adapted across subjects using blank templates, making it more than just a movement activity. It becomes a tool for reinforcing learning while keeping students active, social, and fully involved.

From the Grade 5 & 6 curriculum · last updated

VICVictorian Curriculum v2.0 (PSC + HPE) · planning codes by activity

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Curriculum codes matched to this week's specific activities for Grade 5 & 6. Switch frameworks below and copy exactly what you need.

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Personal & Social Capability and HPE Version 2.0, VCAA, used by Victorian schools.

PSC / SELPersonal & Social Capability
Play
  • VC2CP6O04The characteristics of an effective team and team roles including leadership roles; strategies for reflecting on performance in a team role.
Written
  • VC2CP6S03Strategies for using and further developing personal strengths to support themselves and others as they face challenges; connecting interests to personal growth.
Exercise

Movement and exercise codes are in the Health & PE tab.

Gratitude
  • VC2CP6S03Strategies for using and further developing personal strengths to support themselves and others as they face challenges; connecting interests to personal growth.
View official curriculum →Victorian Curriculum F–10 v2.0
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