Planning questions
- How did they get there?
- What challenge, puzzle or enemy stands between them and escape?
- What happens when they reach the end of the game?
NarrativeYears 3–9
Your character wakes up and realises they are inside a video game.
Bring your characters and setting to life, and give your story a clear beginning, complication and resolution.
NarrativeYears 3–9
Trapped in the Game
Your character wakes up and realises they are inside a video game.
Bring your characters and setting to life, and give your story a clear beginning, complication and resolution.
Talk about the games students know: how levels work and what a player needs to win. Then ask how a story inside a game would differ from playing one.
Support: Plan the game’s world first: one rule, one obstacle and one way out.
Extend: Let your character escape by understanding one of the game’s rules, not by luck.
Choose one skill from your current teaching. Model it and practise it together before students write, then check it again in a later task.
How to teach narrative writingOriginal NAPLAN-style practice for Years 3–9. Not an official ACARA prompt. Print and share with your class.
Writing Boost marks students’ writing and gives each writer feedback for their next draft.
Bring typed work into Writing Boost, or review a transcript of a handwritten piece before sending it for feedback.
Students see what is working and where to focus next, with a specific change to try in their draft. From “improve your vocabulary” to a next step a writer can act on.
Feedback stays close while students revise. Compare versions to see what changed and talk about why. Students make the changes. The writing stays theirs. See a writing example
See criterion results across your class, spot shared needs and strengths, and open the student work behind them.
Illustrative product views with example writing and fictional class data.