IGICONIC GAMESSENIOR // FUTURE LEARNING
TERM 4 · WEEK 3Start Something
YEAR 7EXPLORE · QUESTION · CREATE
FUTURE STUDIO · MISSION 03
STARTUP WORKSHOP

YEAR 7 · TERM 4 · WEEK 3

Start Something

What problem is worth solving?

IDEA FOUNDRY: “Start something” does not automatically mean “start a business”. A useful project could save time, reduce waste, improve access, create enjoyment, strengthen community or earn money. Your mission is to choose a problem worth solving before falling in love with a solution.
ENTER MISSION →
MISSION DECKFUTURE STUDIO / WEEK 03SELECT A MODULE
ACTIVE OBJECTIVEIDEA FOUNDRY: “Start something” does not automatically mean “start a business”. A useful project could save time, reduce waste, improve access, create enjoyment, strengthen community or earn money. Your mission is to choose a problem worth solving before falling in love with a solution.
WORLDFUTURE STUDIO
SEQUENCE01 / 08
REWARDGAME BREAK

BEFORE YOU START

Get set for this mission.

You can complete the essential lesson on this page. You do not need to print anything.

YOU NEED
  • Required: a device with this page open.
  • Optional: headphones for video or read-aloud.
  • Optional: pen + paper for rough working if that helps you think.
  • Only if you choose a physical build: simple low-cost craft/reuse materials. A digital sketch or model is always okay instead.
HOW TO DO IT
  1. Read or listen to the Briefing + Learn.
  2. Do the interactive mission.
  3. Use the reading and maths/data evidence.
  4. Make your decision and add the Project HQ step.
  5. Play the weekly game if you want, then complete Check-in.
WORK YOUR WAY

Short bursts are fine. Use Learning Tools for easier reading, read-aloud, less on screen, stronger contrast, no-rush and quieter-screen options.

If a question feels hard, go back to the worked teaching, use the hint/feedback, and try one step at a time.

PROJECT NOTE: Your project can stay digital. Physical making is optional unless you choose that format.

MISSION BRIEFING

IDEA FOUNDRY: “Start something” does not automatically mean “start a business”. A useful project could save time, reduce waste, improve access, create enjoyment, strengthen community or earn money. Your mission is to choose a problem worth solving before falling in love with a solution.

✓Distinguish a problem or opportunity from a proposed solution.
✓Compare ideas using need, feasibility and likely impact.
✓Interpret a simple survey percentage without treating it as proof for everyone.
✓Write a clear value proposition explaining who benefits, what changes and why the idea is useful.
INTERACTIVE LEARN MODE

No passive video this week.

This mission is deliberately built around its simulator, investigation, decision room or prototype instead of an external video.

LEARN

PROBLEM → EVIDENCE → OPTIONS → VALUE

Use PROBLEM → WHO → EVIDENCE → OPTIONS → VALUE → CHOICE. Value can be financial, practical, environmental, creative or social. A strong idea does not begin with “this would be cool”; it begins with a reason someone would use, support or benefit from it. Survey evidence can help, but sample size and who answered still matter.

LEARNING BUILD

Refresh → Teach → Worked example → We do → You try

Build the idea before you enter the specialist lab. The point is to understand the reasoning, not just get through the buttons.

PREREQUISITE REFRESH

Reasoning lens:PURPOSE → PERSON / NEED → EVIDENCE → MAKE / CHOOSE → TEST → IMPROVE

Bring these prerequisite tools back online.

English / communication:Research summary, problem statement and concise value proposition.

Maths / data:Survey data, percentages and comparison tables.

Topic knowledge:Business, social enterprise, community initiatives and creative enterprise.

This week’s first target:Distinguish a problem or opportunity from a proposed solution.

Quick evidence refresh: which source is a defensible starting point?

Choose a source that can directly support part of the investigation. More than one source may be useful, but start with evidence that does not outrun its support.

TEACH 1 · CORE MODEL

Use PROBLEM → WHO → EVIDENCE → OPTIONS → VALUE → CHOICE. Value can be financial, practical, environmental, creative or social. A strong idea does not begin with “this would be cool”; it begins with a reason someone would use, support or benefit from it. Survey evidence can help, but sample size and who answered still matter.

TEACH 2 · WHAT TO NOTICE

Distinguish a problem or opportunity from a proposed solution.Compare ideas using need, feasibility and likely impact.

TEACH 3 · CONNECT + TRANSFER

Interpret a simple survey percentage without treating it as proof for everyone. Write a clear value proposition explaining who benefits, what changes and why the idea is useful.

WORKED EXAMPLE · EVIDENCE

EVENT WAYFINDING

In a fictional event survey, 27 of 40 respondents say they have struggled to find activities or entrances at a large community event.

Reasoning: Start with exactly what the source establishes. Connect it to the relevant concept, then stop before the claim becomes broader than the evidence. Now compare it with FOUNDER EXCITEMENT: “I love this idea, so everyone else will too.” Enthusiasm is useful motivation but not evidence of need.

Why caution still matters:This item is weak evidence for a broad conclusion: its claim or implication reaches beyond what the available support can establish.

WORKED EXAMPLE · MATHS / DATA ROUTE

In a fictional survey, 27 of 40 people report a wayfinding problem. What percentage is that?

This week’s maths/data focus:Survey data, percentages and comparison tables.

Define the baseline, cost, time, proportion or criterion first. Calculate on the same basis, then test the result against the user need, constraint or success criterion.

WE DO · GUIDED PRACTICE

Which source needs the most caution before it is used to support a broad conclusion?

Choose any source whose claim outruns its support.

YOU TRY · INDEPENDENT PRACTICE

For Start Something, explain one core idea in your own words. Use one named source or observation from this page, then add one sentence saying what that evidence does NOT prove.

Write at least 18 words. Name the evidence or data you are using and keep the claim inside what it can support.

MISCONCEPTION CHECK

FOUNDER EXCITEMENT:“I love this idea, so everyone else will too.” Enthusiasm is useful motivation but not evidence of need.

This item is weak evidence for a broad conclusion: its claim or implication reaches beyond what the available support can establish.

HELP

Try: “The person/purpose is ___. Evidence says ___. I chose ___. The test/criterion is ___. I would improve ___.”

STRETCH · OPTIONAL

Add a second source, data point or test. Explain whether it strengthens, weakens or qualifies your first conclusion.

FUTURE STUDIO · WEEK 3

START SOMETHING · IDEA FOUNDRY

◇

Value starts with a real need.

Compare three ways to create value, score trade-offs and choose the idea that has the strongest reason to exist.

Choose an idea to inspect its value profile.
LAB IN PROGRESS

INVESTIGATE + ENGLISH · EVIDENCE CASE

Useful ideas solve something specific

Three fictional teams want to start something. One proposes reusable wayfinding kits for community events. Another wants a repair-and-swap pop-up. A third suggests a low-cost activity pass. Each creates a different kind of value, and each leaves some needs unsolved. The strongest choice depends on the evidence available, how difficult the idea is to deliver and what outcome matters most. A project can be worthwhile even if its main value is not profit.

MAKE THE CALL

Choose one idea to carry into the Start Something project. Explain why its combination of need, feasibility and impact is stronger than at least one alternative.

BUILD YOUR CASE CONCLUSION1. Make the call. 2. Use at least two relevant pieces of evidence. 3. Explain one limitation or uncertainty. 4. Finish with what can responsibly be concluded.Strong structure: My judgement is… The strongest evidence is… However, we still do not know… Therefore…

CASE CONCLUSION: Write 150–210 words selecting one idea to develop. Define the problem, identify the intended user or community, use at least one evidence item, explain the main value created and acknowledge one limitation or unmet need.

0/150 words minimum for this writing mission.

CLAIMEVIDENCELIMITATIONCONCLUSION

MATHS + DATA LAB

Check the numbers.

HOW TO SUCCEEDRead the situation first. Estimate what a sensible answer should look like, choose an efficient calculation, then use the feedback to check your reasoning.For data questions, explain what the number shows — and what it does not prove.

In a fictional survey, 27 of 40 people report a wayfinding problem. What percentage is that?

MISSION 05 · MATHS + DATA LAB

DATA TRAINING

STATISTICS + PROBABILITY · YEAR 7 CORE
6 PROBLEMS
QUICK METHODSTATISTICS + PROBABILITY

Identify what the statistic or probability represents before calculating.

GUIDED · Q01–Q03Use the quick method, then check the explanation.
Q01

Mean of 4, 6, 8, 10?

Q02

Median of 3, 5, 7, 12, 20?

Q03

A fair coin: probability of heads?

INDEPENDENT · Q04

A bag has 3 red and 7 blue counters. P(red)?

INDEPENDENT · Q05

Range of 6, 9, 11, 15?

INDEPENDENT · Q06

Which sample is most likely to represent the whole school?

OPTIONAL CHALLENGE · OPEN RESPONSE

Invent five data values with a median of 8 and explain how you know.

0 words · optional
0 / 6 completeComplete every problem to finish the data lab.

KEEP YOUR SKILLS SHARP

YOUR WEEKLY TRAINING

Four short sessions to spread across your week. Each has six problems and a reasoning mission. Allow about 10–15 minutes per session, and take longer when you need it.

Use paper for working. Enter numbers only; units are shown beside each answer. These are fictional practice scenarios.

0 / 24 correct
SESSION 1 · NUMBER CHECK0 / 6

LEARN THE METHOD

Use brackets first, then powers, multiplication/division, and addition/subtraction. For fractions, use a common denominator.

WORKED EXAMPLE

18 + 4 × 3 = 18 + 12 = 30. But (18 + 4) × 3 = 66.

  1. Use a hint

    Multiply first: 6 × 3 = 18; add 125 to get 143.

  2. Use a hint

    Brackets first: 131 × 3 = 393.

  3. Check the method after trying

    6² = 36; subtract 3.

  4. Check the method after trying

    One quarter is 122; multiply by 3.

  5. Check the method after trying

    1/2 = 2/4, so 2/4 + 1/4 = 3/4 = 0.75.

  6. Check the method after trying

    (753 − 3) ÷ 6 = 125.

Compare your reasoning after trying

Multiplication is done before addition unless brackets change the order. For example, 2 + 3 × 4 = 14, but (2 + 3) × 4 = 20.

Your example may differ. Check your calculations and whether you explained why.

SESSION 2 · DATA INVESTIGATOR0 / 6

LEARN THE METHOD

Mean = total ÷ count. Median is the middle ordered value (average the middle pair if needed). Mode is most frequent. Range = maximum − minimum.

WORKED EXAMPLE

For 2, 4, 4, 6, 9: mean = 25 ÷ 5 = 5; median = 4; mode = 4; range = 9 − 2 = 7.

  1. Use a hint

    Total 516 ÷ 4 = 129.

  2. Use a hint

    Ordered: 126, 128, 129, 130, 135; take the middle.

  3. Check the method after trying

    134 − 124 = 10.

  4. Check the method after trying

    127 occurs three times.

  5. Check the method after trying

    Average the middle two: (128 + 132) ÷ 2 = 130.

  6. Check the method after trying

    Old total = 504; new total = 650; divide by 5.

Compare your reasoning after trying

A large outlier raises the total and mean. A larger sample can still be biased if it only includes one kind of respondent; selection matters as well as size.

Your example may differ. Check your calculations and whether you explained why.

SESSION 3 · PERCENTAGE DETECTIVE0 / 6

LEARN THE METHOD

Percent means out of 100. Find a percentage of the whole by dividing by 100 and multiplying. For percentage increase, divide the increase by the original.

WORKED EXAMPLE

A count rises from 80 to 100: increase = 20; 20 ÷ 80 × 100 = 25%. The final count is 125% of the original.

  1. Use a hint

    25% = 1/4; 496 ÷ 4 = 124.

  2. Use a hint

    10% is 496; 5% is 248; add them.

  3. %

    Check the method after trying

    496 ÷ 2480 × 100 = 20%.

  4. %

    Check the method after trying

    Increase 496 ÷ original 1984 × 100 = 25%.

  5. dollars

    Check the method after trying

    Discount = $248; subtract from $992.

  6. people

    Check the method after trying

    Group counts: 496 + 992 = 1488.

Compare your reasoning after trying

Starting at 100 gives 120, then 20% of 120 is 24. The final count is 96 because the second percentage uses a different whole.

Your example may differ. Check your calculations and whether you explained why.

SESSION 4 · RULE DECODER0 / 6

LEARN THE METHOD

A letter stands for a number. Substitute its value; multiplication comes before addition. To solve, undo operations in reverse order on both sides.

WORKED EXAMPLE

3x + 5 = 26. Subtract 5 on both sides: 3x = 21. Divide by 3: x = 7. Check: 3 × 7 + 5 = 26.

  1. Use a hint

    Subtract 3 from both sides.

  2. Use a hint

    Divide both sides by 3.

  3. Check the method after trying

    Substitute: 2 × 128 + 3 = 259.

  4. Check the method after trying

    Add 3 each time.

  5. Check the method after trying

    Subtract 3, then divide by 2.

  6. Check the method after trying

    Exactly 128 is not greater than 128, so use the otherwise rule.

Compare your reasoning after trying

For example, 2x + 3 = 13 and 3x − 2 = 13 both have x = 5. Substitution checks each solution.

Your example may differ. Check your calculations and whether you explained why.

Answers and reasoning save on this device when browser storage is available.

PROJECT HQ · PROJECT FILE 03

IDEA — choose the solution.

Start something real. Build an idea, test it, improve it, and share it. Make your move.

The Reality Project runs across all nine weeks.

IDEA→RESEARCH→PLAN→BUILD→TEST→IMPROVE→PRESENT

WEEK 3 · IDEA · Choose the strongest idea from evidence and explain the value it creates.

This saves into your Term 4 Start Something project record as you type.

Project sharing will be optional. A future upload system must keep private submission separate from public-showcase/marketing permission.

CHECK-IN

What changed in your thinking?

YOUR WEEKLY GAME · TERM 4 / WEEK 3

One-on-One Fighting

Best of three rounds. Punch, kick, jump and block.

PLAY ONE-ON-ONE FIGHTING
Phone + keyboard controls · Best score saved on this device

YEAR 7 · SENIOR HOMEWORK CLUB

Your journey

0 of 36 weeks complete.
CONTINUE →