÷ÈÓ°Ö±²¥

See our live dashboard

New secondary school resource on gaming and gambling

We’ve partnered with TÅ«turu to create a new cross-curricular resource exploring gaming and gambling.

³Õ¾±²õ¾±³Ù:Ìý

(It’s free to use, just sign up for a free account.)

Section C is designed for maths and stats teachers (aimed at Year 10, but easily adapted for other secondary school levels). It includes activities on:

  • Exploring and discussing data
  • Understanding gaming and gambling stats
  • Analysing spending on online games and other gaming data from the 2025-26 CensusAtSchool questionnaire, sorting and interpreting open-ended responses
  • Exploring probability (combinations and permutations) through lotto-type games

The full resource is designed for use across maths,Ìýsocial studies, and health, and there are practical tools for school leaders too.  Resources include:

  • : curriculum-aligned teaching materials
  • : Health Education teaching materials exploring how marketing influences youth behaviour across four topics – curriculum-aligned and adaptable for NZC levels 4–5.
  • : A short e-learning unit for teachers covering key trends in youth gaming, gambling and social media use in Aotearoa.
  • : An interactive workbook to support Boards in leading whole-school approaches to wellbeing, including youth substance use, gambling and gaming.
  • : A teaching and facilitation guide to help students and staff explore how relationships and connections influence wellbeing outcomes.
  • : A professional development workshop for school staff to build understanding of gambling and gaming harms and how to talk with students about them.

Getting started

All resources are free to use and available atÂ