Young Great Westeners

Travel on a journey to discover what it takes to run the Great Western Railway through STEM based digital games, educational resources and challenges, and explore some beautiful regions along the way.

Years: 5, 6

Duration: 60mins

Curriculum Objectives: 36

Subjects: Cross Curricular, Geography, Maths, Science

Resource Overview

A fabulous multi-faceted resource; develop and test your pupil's essential STEM skills through a host of interactive, curriculum linked resources and lesson plans (free to all registered teachers). Pupils take a thrilling educational journey, completing curriculum-based STEM Challenges in science, maths, DT and coding whilst covering a variety of sustainability issues to earn points as they take charge of the GWR network.Supported by lesson plans and guidance notes, the game is a highly flexible resource that can be used to explore a topic or as a revision tool for a whole subject. It can be used in school or as homework, and allows you to track pupils' progress. Play the online game now:, with thanks to GWR.



Resource Assets


Young Great Westeners Curriculum Links

The curriculum links for England and Wales are outlined below for all relevant subjects covered as part of the 25 challenges in the Run the Railway Game.

Curriculum Objectives

  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • Understand and apply the principles of a healthy and varied diet
  • Apply their understanding of how to strengthen, stiffen and reinforce more complex structures
  • Investigate and analyse a range of existing products
  • Select from and use a wider range of materials and components, including construction materials, textiles and ingredients, according to their functional properties and aesthetic qualities
  • Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors]
  • Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages]
  • Understand how key events and individuals in design and technology have helped shape the world
  • Use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups
  • Year 5 (Age 9-10)
    • Add and subtract whole numbers with more than 4 digits, including using formal written methods (columnar addition and subtraction).
    • Add and subtract numbers mentally with increasingly large numbers.
    • Multiply and divide numbers mentally drawing upon known facts.
    • Multiply and divide whole numbers and those involving decimals by 10, 100 and 1000.
    • Solve problems involving addition, subtraction, multiplication and division and a combination of these, including understanding the meaning of the equals sign.
    • Solve problems involving multiplication and division, including scaling by simple fractions and problems involving simple rates.
    • Recognise the per cent symbol (%) and understand that per cent relates to ‘number of parts per hundred’, and write percentages as a fraction with denominator 100, and as a decimal.
    • Solve problems involving converting between units of time.
    • Use all four operations to solve problems involving measure using decimal notation, including scaling.
    • Solve comparison, sum and difference problems using information presented in a line graph.
    • Complete, read and interpret information in tables, including timetables.
  • Year 6 (Age 10-11)
    • Calculate the area of parallelograms and triangles.
    • Compare and classify geometric shapes based on their properties and sizes and find unknown angles in any triangles, quadrilaterals, and regular polygons.
    • Recall and use equivalences between simple fractions, decimals and percentages, including in different contexts.
    • Use, read, write and convert between standard units, converting measurements of length, mass, volume and time from a smaller unit of measure to a larger unit, and vice versa, using decimal notation to up to three decimal places.
  • Year 5 (Age 9-10)
    • Compare and group together everyday materials on the basis of their properties, including their hardness, solubility, transparency, conductivity (electrical and thermal), and response to magnets
    • Explain that some changes result in the formation of new materials, and that this kind of change is not usually reversible, including changes associated with burning and the action of acid on bicarbonate of soda.
    • Explain that unsupported objects fall towards the Earth because of the force of gravity acting between the Earth and the falling object.
    • Identify the effects of air resistance, water resistance and friction, that act between moving surfaces.
    • Know that some materials will dissolve in liquid to form a solution, and describe how to recover a substance from a solution.
    • Recognise that some mechanisms, including levers, pulleys and gears, allow a smaller force to have a greater effect.
  • Year 6 (Age 10-11)
    • Associate the brightness of a lamp or the volume of a buzzer with the number and voltage of cells used in the circuit.
    • Explain that we see things because light travels from light sources to our eyes or from light sources to objects and then to our eyes.
    • Recognise that light appears to travel in straight lines.
    • Use recognised symbols when representing a simple circuit in a diagram.
    • Use the idea that light travels in straight lines to explain that objects are seen because they give out or reflect light into the eye.