We’ve partnered with Tūturu to create a new cross-curricular resource exploring gaming and gambling.
Visit: tuturu.org.nz/gambling
(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
Video: A short intro to the resource is available, led by Dr Pip Arnold
The full resource is designed for use across maths, social studies, and health, and there are practical tools for school leaders too. Resources include:
- Youth Gaming and Gambling in Aotearoa: curriculum-aligned teaching materials
- Marketing: Energy Drinks, Vaping, Gaming and Gambling: Health Education teaching materials exploring how marketing influences youth behaviour across four topics – curriculum-aligned and adaptable for NZC levels 4–5.
- Introduction to Youth Online Behaviours, Gaming, Gambling and Social Media Use: A short e-learning unit for teachers covering key trends in youth gaming, gambling and social media use in Aotearoa.
- School Board Workbook: An interactive workbook to support Boards in leading whole-school approaches to wellbeing, including youth substance use, gambling and gaming.
- Connections to Wellbeing: A teaching and facilitation guide to help students and staff explore how relationships and connections influence wellbeing outcomes.
- Introduction to Gaming and Gambling and How to Talk About It: 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 at tuturu.org.nz/gambling