Educator Guide

Mixed-Age Group Activities

Plan one worthwhile OSHC invitation for younger and older school-age children without turning age into fixed ability groups, linked to My Time, Our Place V2.0.

Start with one shared purpose

Mixed-age programming works best when children share a meaningful purpose but can contribute in different ways. Avoid preparing a “baby version” and a “hard version”. Instead, keep the central invitation the same and vary the roles, tools, amount of information and constraints.

For example: “Design a neighbourhood that helps people reach the library” is one shared problem. Children might arrange blocks, draw a map, label routes, test access with a counter, calculate distances or explain the plan aloud.

Use four planning levers

Entry point

Make the first action obvious and achievable without waiting. Put out a partly drawn map, a tray of building pieces or three picture prompts. A child can begin by arranging, drawing, talking or watching.

Complexity

Add optional constraints rather than assigning work by age. A child wanting more complexity might work within a budget, include two users with different access needs, write rules for a test player or compare two solutions.

Role

Offer roles that carry real value: planner, maker, materials manager, tester, recorder, photographer under service policy, rule checker or explainer. Let roles change during the activity.

Collaboration

Use pairs or small teams when the task genuinely benefits from shared decisions. Do not require an older child to supervise or teach a younger child. Helping should be chosen, bounded and reciprocal.

A 60-minute mixed-age design session

Introduce the problem · 5 minutes

Show the materials and state one exact task. Example: “Build a tabletop route that moves one counter from the start to the finish without touching the floor.” Demonstrate only the test, not a model answer.

Plan or begin · 10 minutes

Offer paper planning, direct construction and materials organisation as equal starting points. Ask each team to identify its start, finish and one feature to test.

Build · 20 minutes

Limit the first materials tray so access remains fair. Educators ask practical questions: “Which piece must stay still?” “Where will the counter turn?” “How will another person know where to begin?”

Test with another participant · 10 minutes

A tester uses the route without extra coaching. The maker records where the counter stops, falls or needs an unexplained action. The tester comments on the design, not the designer.

Revise and close · 15 minutes

Change one feature and repeat the test. Then return counters and tape, sort reusable pieces and label unfinished work. A team may briefly point out the problem it fixed; public presentation is optional.

Supporting different ages without assumptions

  • Use pictures and spoken instructions alongside text.
  • Provide larger construction pieces and pre-cut components.
  • Let a child dictate labels or demonstrate a sequence.
  • Keep writing optional unless it is central to the child’s chosen idea.
  • Add complexity through a user, materials, time or access constraint.
  • Allow older children to pursue detail without making speed the measure of success.
  • Watch who controls materials and decisions inside mixed-age teams.
  • Intervene when “helping” becomes taking over.

My Time, Our Place V2.0 connection

Framework connections should be based on what educators observe, not the activity title or the ages present.

  • Outcome 1 — children and young people have a strong sense of identity: meaningful roles, voluntary collaboration and having ideas taken seriously can create opportunities for agency and confident participation.
  • Outcome 2 — children and young people are connected with and contribute to their world: sharing materials, negotiating decisions and considering access can create opportunities to explore fairness, responsibility and group membership.
  • Outcome 4 — children and young people are confident and involved learners: planning, testing and revising support opportunities for inquiry, problem-solving and transferring ideas between drawing, construction and explanation.
  • Outcome 5 — children and young people are effective communicators: teams may use talk, drawing, symbols, models, gesture and written rules to make their thinking understandable.
  • Principle — equity, inclusion and high expectations: adjust the route into the activity while retaining a worthwhile intellectual or creative purpose.
  • Practice — collaboration with children and young people: children influence roles, rules, materials and the direction of the project.

Read the official My Time, Our Place V2.0 framework and ACECQA’s approved learning frameworks guidance.

What to observe and document

Look for decisions and changes: who proposed an idea, how a team resolved competing plans, which representation made an instruction clearer, whether roles stayed meaningful and how a test changed the next version. Avoid statements such as “all children achieved Outcome 4”. Record the observable event and then identify a possible framework connection for team reflection.

Team reflection

  • Did every role influence the result?
  • Were challenge and support available by choice rather than assigned by age?
  • Who had access to the most desirable tools and materials?
  • Did older children gain complexity without being turned into unpaid supervisors?
  • What will we change in the setup before offering this invitation again?

Related themes and downloads

Use these as optional starting points and adapt them to the children, space and materials in front of you.

Theme-day plans

Print-ready resources

Keep planning

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