About the Game Changer Challenge
Entries for the Game Changer Challenge 2025 are now open. Learn more about this year's challenge and enter your school now.
What is the Game Changer Challenge?
The Game Changer Challenge is the department’s award-winning design thinking competition.
Open to public schools across the state the challenge centres on discovering solutions for a real-world, wicked problem by applying classroom learning.
Game Changer Challenge 2025
Entries for the Game Changer Challenge are now open. Enter your details in the form using your @education.nsw.gov.au login.
What is a wicked problem?
A wicked problem is a social or cultural problem that’s difficult or impossible to solve, normally because of its complex and interconnected nature.
Wicked problems push us to think outside the box, fostering innovation and creativity. The process of addressing these challenges can lead to breakthroughs in technology, policy and social norms.
Many wicked problems are related to environmental sustainability. By addressing this as a big issue, we can develop more sustainable living practices and build communities that are more resilient to changes and challenges.
Engaging with wicked problems empowers individuals and communities to take action and make a difference. It encourages young people to play an active role in their community and future.
The 2025 wicked problem
Ensure sustainable futures for all.
The 2025 priority areas are: Planet, People, Places.
Inspired by the United Nations Sustainable Development Goal No. 12:
Ensure sustainable consumption and production patterns.
The United Nations defines sustainability as “meeting the needs of the present without compromising the ability of future generations to meet their own needs.”
Sustainability is about balance. It’s about protecting our Planet, empowering our People, and caring for the Places we live, learn, and grow.
This year, teams will explore innovative ways to create a more sustainable future by tackling real-world challenges. Whether it’s rethinking how we empower people, use resources, reducing waste, or building more sustainable communities, this is your opportunity to make a lasting impact.
What is design thinking?
Design thinking is a human-centred process to solving complex problems. Empathy and collaboration are at the heart of design thinking.
The five-step process starts by encouraging problem solvers to walk in the shoes of those experiencing the 'problem' to gain a deeper insight into the challenges and issues they face (empathy).
This knowledge is then used to develop a clear problem statement (define), work on solutions (ideate), turn these solutions into tangible products (prototype) and then see whether the solution will work (test).
Design thinking is not a linear process. With each stage you make new discoveries that require you to rethink and redefine what you have already done.
Design thinking brings our head, heart and hands together to find innovative solutions to complex problems.
This process can be used over and over again, for small or complex problems.
A guide to Game Changer Challenge 2025
What's new in 2025
The 2025 Game Changer Challenge is bigger, bolder, and more impactful than ever before, with a new program design that will involve more students and extend the challenge’s reach across the state. All teams who register and work through Stage 1: Research will progress to Stage 2: Design, ensuring more students get more design experience.
This year, teams will produce a design portfolio that will track their design journeys from beginning to end, with a video pitch being submitted at the end of Stage 2 to be judged by industry experts. 20 teams will progress to the grand final.
Here’s how it works:
Step 1: Enter your school
Enter your details and receive the Game Changer Challenge 2025 resources. Access the form using your @education.nsw.gov.au login. Resources are available from Term 1, Week 6.
Step 2: Build your team
Teams consist of 5 students and 1 teacher per team. Supervising teachers can be from any subject area. The primary category is for students from Years 3 to 6, the secondary category is for students from Years 7 to 11.
Schools can have more than one team, providing each student team member is different. One teacher can oversee multiple teams.
Step 3: All teams work through the Stage 1 handbook and prepare your design portfolio
Access the teacher handbook on our GCC2025 Teacher Hub and guide your team through the first stages of the challenge.
The handbook guides you and your team through:
The Wicked Problem
GCC framework and principles
GCC 2025 schedule
Design portfolio submission process
All teams must prepare an online design portfolio after working through the playbooks to progress to Stage 2.
Step 4: Submit a design portfolio
Design portfolio due Thursday 29 May 2025 (Term 2, Week 5).
Step 5: All teams work through the design sprint livestream and prepare their video pitch
All teams who have submitted a design portfolio in Stage 1 will gain access to the design sprint livestream in Term 3, Week 4.
Teams will ideate, refine, and start building their solution. This year the design sprint will be an on-demand video where all teams will have 2 weeks to design a solution and produce a video pitch. Teams will continue to track their design thinking journeys in their design portfolio to using the Stage 2 templates provided. These design portfolios and video pitches will be judged by a panel of industry partners and NSW Department of Education staff.
Step 6: Grand final
20 teams participate in the grand final event hosted at the department's Parramatta office in Term 4, Week 5.
At the grand final teams create and finalise their prototype and present their solutions to judges and industry partners at the Ideas Expo.
Video: Teacher experience at GCC 2023 (duration 1:36)
Contact us
Do you have a specific question or need more detail about this year’s challenge? Send an email to GCC@det.nsw.edu.au