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What Is Labour Hire and How Does It Work in Australia
What Is Labour Hire in Australia?
Labour hire is a workforce arrangement where a business gets workers through an agency rather than hiring them directly. The agency employs the workers, pays their wages, and takes care of all the employer paperwork. Then it sends those workers to your business site to do the actual work.
You direct what the workers do day to day. But the agency is their legal employer, not you.
That is the core of how labour hire works in Australia, and it is also what makes it fundamentally different from just hiring someone yourself or using a recruitment agency to find you a permanent employee.
The Three Parties in Every Labour Hire Arrangement
Every labour hire arrangement in Australia involves three parties, and understanding who does what matters a lot, especially when something goes wrong.
1. The Labour Hire Provider (the Agency) The agency recruits, employs, and pays the workers. It handles wages, superannuation, payroll tax, workers compensation insurance, and all employment entitlements. It is the legal employer of record for the entire duration of the arrangement.
2. The Host Business (You) The host business is where the workers actually show up and do the work. You control the day-to-day tasks, the worksite, and the equipment. But you are not the employer. You pay the agency a charge rate, which covers the worker’s wage plus the agency’s margin and on-costs, and the agency pays the worker.
3. The Worker The worker has a contract with the labour hire agency, not with the host business. They receive their pay and entitlements from the agency. Because there is no direct employment contract between the worker and the host business, the worker cannot make an unfair dismissal claim against the host business.
How the Money Works
This is where a lot of businesses get confused, so here is a straightforward breakdown.
You do not pay the worker directly. You pay the labour hire agency a charge rate, typically an hourly or weekly rate, that is set above the worker’s actual wage. That charge rate covers:
- The worker’s base pay rate under the relevant Modern Award or Enterprise Agreement
- Superannuation contributions (currently 12% of ordinary time earnings)
- Workers compensation insurance premium
- Payroll tax
- The agency’s margin
The agency then pays the worker from that charge rate. You get the labour. The agency handles everything else.
On the surface, the charge rate looks expensive compared to what you would pay someone directly. But when you factor in the time and cost of running payroll, managing entitlements, dealing with workers compensation claims, and staying on top of compliance, the gap is smaller than it looks for short-term and project-based arrangements.
What Labour Hire Is Actually Used For
Labour hire is not the right tool for every workforce situation. In Australia, it tends to be used in a fairly specific set of circumstances.
Peak season and volume needs. Industries like warehousing, agriculture, retail distribution, and food manufacturing regularly use labour hire to bring in extra workers during high-demand periods without adding to their permanent headcount.
Project-based work. Construction, infrastructure, and mining companies use labour hire to fill specific roles for the duration of a project and scale back when it wraps up.
Short-notice gaps. If someone calls in sick, a project deadline moves forward, or you suddenly need eight people on-site by Thursday, a monument labour hire provider can usually fill that gap far faster than running a recruitment process yourself.
Trying before committing. Some businesses use labour hire as a probationary period before converting a worker to permanent employment. This is known as a temp-to-perm arrangement and is common across many industries.
Avoiding the admin burden. If you do not have the internal HR resources to manage casual workforce compliance properly, labour hire shifts that responsibility to the agency.
Your Obligations as a Host Business
Just because the agency is the employer does not mean you are free of legal responsibilities. This is one of the most important things to understand before you engage a labour hire provider.
Work Health and Safety Both the labour hire agency and the host business are responsible for making sure a risk assessment of potential hazards is undertaken and appropriate safety measures are put in place. You control the worksite and the working conditions, which means you carry significant WHS responsibility even though you are not the legal employer. If a labour hire worker gets injured on your site because of something within your control, you can be held liable.
Ensuring the Provider Is Licensed In Victoria, Queensland, South Australia, and the ACT, labour hire providers must hold a valid licence. As a host business in those states, you are also required to verify that your provider is licensed before the arrangement starts. Host employers can be liable for underpayment of labour hire workers in some circumstances. Using an unlicensed provider where licensing is required puts your business at risk of penalties.
Directing Work Lawfully You direct the worker’s day-to-day tasks, but you must do so within the terms of the arrangement and in line with Fair Work obligations. You cannot treat a labour hire worker as though they have no rights simply because they are not on your payroll.
Labour Hire Licensing in Australia: Which States Require It?
Licensing rules for labour hire are not consistent across Australia. Here is the current picture as of 2026.
Victoria requires labour hire providers to hold a licence issued by the Labour Hire Authority (LHA). Host businesses must only use licensed providers. Penalties apply to both unlicensed providers and hosts that knowingly use them.
Queensland requires licensing under the Labour Hire Licensing Act 2017. Similar obligations apply to host businesses.
South Australia significantly expanded its licensing regime from 29 January 2026. From this date, all labour hire firms and workers across all industries are covered by the same laws and regulations, subject to a 6-month transition period. Previously, only five sectors were covered. Providers newly brought within scope have until 29 July 2026 to obtain their licence.
ACT, has required licensing since May 2021.
NSW, WA, NT, Tasmania: No mandatory labour hire licensing scheme at the time of writing. Standard employment and contractor laws still apply.
If you are operating in a licensing state, always verify your provider’s licence status before signing anything.
D/F B/W Labour Hire vs Direct Employment
There is no universally right answer here. It depends entirely on what you actually need.
Construction Labour Hire Sydney gives you flexibility and removes the direct employer admin burden. You can scale up quickly, scale back without redundancy obligations, and let the agency handle payroll compliance. The trade-off is cost, the charge rate is higher than what you would pay a direct employee on an equivalent hourly basis, and less control over who gets sent to your site.
Direct employment gives you more control, lower per-hour cost over the long term, and a workforce that is fully integrated into your business. The trade-off is the full weight of employer obligations, recruitment, payroll, entitlements, compliance, and managing performance and termination processes yourself.
For businesses with stable, long-term workforce needs, direct employment usually makes more sense financially. For businesses dealing with fluctuating demand, project-based work, or urgent workforce gaps, labour hire is often the more practical option.
What to Look for When Choosing a Labour Hire Provider
Not all labour hire agencies operate the same way. Before you sign an agreement, here is what to check.
Licensing status. If you are in VIC, QLD, SA, or the ACT, verify the provider holds a current licence. Do not take their word for it, check the relevant state authority’s register.
Workers compensation coverage. Confirm the provider holds a current workers compensation insurance policy that covers workers placed at your site.
Payroll compliance. Ask how they ensure workers are paid correctly under the relevant Modern Award or Enterprise Agreement. Wage theft enforcement in Australia has tightened significantly, and you want a provider that takes this seriously.
Replacement policy. If a worker does not show up or does not work out, how quickly can the provider replace them? This matters a lot when you are relying on labour hire for operational continuity.
Clear charge rate breakdown. A reputable provider will give you a transparent breakdown of what the charge rate covers. If they cannot explain what is in the rate, that is a red flag.
Frequently Asked Questions
Who pays a labour hire worker’s superannuation? The labour hire agency pays superannuation. It is included in the charge rate you pay the agency, and the agency makes contributions on the worker’s behalf. As the host business, superannuation is not your direct obligation, but you should confirm the provider is meeting these obligations, as non-compliance reflects on the arrangement overall.
Can I tell a labour hire worker what to do? Yes. As the host business, you direct the worker’s day-to-day tasks, hours, and work activities. That is the whole point. But the agency sets the terms of employment, wage rates, leave entitlements, and employment conditions — and the worker’s contract is with the agency, not you.
What happens if a labour hire worker is injured at my site? The agency holds the workers compensation insurance policy, but your WHS obligations as a host business are significant. If the injury occurred due to conditions or hazards within your control, you can face regulatory action and potential liability. Both parties share responsibility for site safety.
Can I convert a labour hire worker to a permanent employee? Yes. Most labour hire arrangements allow for temp-to-perm conversion, though the agency will typically charge a conversion fee. The amount and conditions should be agreed upfront in your contract with the provider.
Does labour hire cover skilled workers or just unskilled labour? Both. Labour hire covers everything from unskilled production line and warehouse workers through to trades, engineers, IT contractors, and professional roles. The model is used across a wide range of industries and skill levels in Australia.
Do I need a written agreement with a labour hire provider? Yes, and you should insist on one. A written labour hire agreement sets out the charge rate, worker obligations, WHS responsibilities, licensing compliance, replacement terms, and what happens if the arrangement ends. Without one, disputes become very difficult to resolve.
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Why Your Game Is Losing Players After the First Minute
You finished the game. You published it. People are clicking through and loading it up. But the session data tells an uncomfortable story: most of them are gone within the first sixty seconds. Not because the game is broken. Not because the concept is bad. But because something in that first minute lost them before they had a chance to care.
This is one of the most common problems creators face, and it is also one of the most fixable. The first minute of any game is not just an introduction. It is an audition. Players are not yet invested. They have no context, no attachment, and no particular reason to stay. Your job during that window is entirely different from your job during the rest of the game, and most creators do not treat it that way.

The First Session Is a Different Design Problem
When you are building the later parts of your game, you are designing for someone who already understands the controls, has experienced a few wins and losses, and is emotionally invested in seeing what comes next. You can introduce complexity. You can add layers. You can challenge them.
When you are designing the first sixty seconds, you are designing for someone who knows absolutely nothing. They cannot feel the depth of your game yet. They cannot appreciate the systems you built or the progression you planned. All they know is what is happening right now on their screen, and whether it is worth staying for.
This is why the first session needs to be treated as its own design problem, separate from the rest of the game. The question is not “is this game good?” The question is “does this game feel worth continuing within the first minute of play?”
The Four Reasons Players Leave in the First Minute
Most early drop-off comes from a small set of specific problems. Understanding which one is hurting your game is the first step toward fixing it.
Confusion before engagement. If a player does not understand what they are supposed to do within the first few seconds of actually playing, they leave. Not because the mechanic is complicated, but because they were never given a clear immediate goal. The question in their mind is “what am I doing here?” and if the game does not answer it quickly, they stop asking.
Overloaded onboarding. Tutorials that dump too much information before the player has any context for why it matters create the opposite of the intended effect. A player who has not touched the mechanic yet cannot retain instructions about it. They feel overwhelmed, which is not the emotional state you want them in during the only window where first impressions are being formed.
No early reward. Players who put effort into a game, even tiny effort like pressing a button and moving a character, expect some form of feedback or reward in return. That reward does not need to be elaborate. It just needs to confirm that what they did mattered and that continuing is worth their time.
A gap between the promise and the reality. If your game’s description, thumbnail, or title set a specific expectation and the first minute delivers something that feels different or lesser, players leave feeling deceived even if the description was technically accurate. Matching the emotional promise of your marketing to the emotional reality of the opening experience is part of good game design, not just good marketing.
What Good Onboarding Actually Looks Like
The goal of onboarding is not to teach the player everything. It is to get them to their first genuine moment of enjoyment as quickly as possible.
The best onboarding in games does not explain, it demonstrates. It puts the player in a situation where doing the right thing feels obvious, the outcome of doing it is immediately satisfying, and the natural next step is equally clear. The player learns through play, not through instructions, and they finish the onboarding sequence feeling capable rather than informed.
For creators who create a game using AI tools or a no-code game maker, this principle applies just as directly as it does for a traditionally coded game. The delivery method does not change what players need in those first sixty seconds.
A few things that consistently improve opening sessions:
- Give the player something to do within the first ten seconds, not something to read
- Make the first action something they can succeed at without prior knowledge
- Follow the first action immediately with clear positive feedback, a sound, a visual, a score change, anything that confirms they did something right
- Introduce a second mechanic only after the first one has been demonstrated and rewarded
- Keep text minimal during active play, since instructions that appear while the player is trying to act get ignored
Sandbox Showdown: A Game That Solves Onboarding by Removing the Problem Entirely
Sandbox Showdown, available on Astrocade.com, takes an approach to the first-minute problem that is worth thinking about as a design strategy. It is a 3D destruction sandbox where players navigate four distinct environments using interactive tools with one explicit goal: cause as much chaos and mayhem as possible.
The reason this design sidesteps most early drop-off problems is that there is no wrong way to start. The goal is chaos, and chaos is self-explanatory. A new player picking up a tool and using it is automatically succeeding because any destruction counts. There is no confusion about objectives because the objective is obvious the moment you touch anything. There is no onboarding gap because the game does not ask you to learn a system before rewarding you. It just rewards you for doing what you were going to do anyway.
This is not luck. It is a deliberate design choice that removes the friction points that usually cause early drop-off. For creators building their own games, Sandbox Showdown is a useful example of a design principle worth considering: what would the game look like if every possible action a new player takes in the first minute is a valid and rewarding one?
The Tutorial Trap: Why Explaining Too Much Costs You Players
There is a well-documented pattern in game analytics where players drop off at a higher rate during tutorials than immediately after them. That sounds backwards. A tutorial should make players more confident. But the data consistently shows the opposite for tutorials designed around explanation rather than experience.
The problem is attention and context. A new player reading a tooltip about a mechanic they have not used yet is reading something they cannot fully process. They do not have the experiential foundation to make the instruction meaningful. By the time they reach the situation where that instruction would have been useful, they have forgotten it.
The solution is not to remove guidance. It is to deliver guidance at the moment it is relevant. A tip that appears exactly when the player encounters the situation it addresses is far more effective than the same tip shown five seconds before. This timing is the difference between onboarding that helps and onboarding that overwhelms.
Using Data to Find Your Specific Drop-Off Point
Every game has a different first-minute problem, and fixing yours requires knowing exactly where in that window players are leaving. A player who quits at second ten is experiencing a different problem than a player who quits at second fifty.
If your platform provides session data, look for the specific moment where the biggest single drop in active players occurs. That moment is almost always pointing at a specific design problem: a confusing transition, an unclear objective, a control that does not respond the way players expect, or an absence of feedback after their first action.
When you find that moment, the fix is usually simpler than the problem looked. Moving a tooltip. Changing the timing of the first reward. Adding a single sound effect that confirms an action was registered. Removing a tutorial screen that was interrupting the flow. Small changes to the first minute can have outsized effects on how many players make it to the second minute.
What Happens After Players Survive the First Minute
Fixing the first minute is not the end of the retention conversation. It is the beginning. A player who makes it past sixty seconds has cleared the hardest hurdle, but they still need a reason to come back after the first session ends.
The core loop of your game, the repeating cycle of action, feedback, and reward that drives engagement, needs to be visible to the player before they close the tab. They do not need to complete it. But they need to feel it operating and understand at some level that it will keep delivering if they return.
This is why the end of the first session matters almost as much as the beginning. A player who runs out of content, hits a wall, or simply does not know what to do next after their initial exploration will not return, even if they enjoyed what they played. The first session should leave them with an open loop, something they want to resolve, a goal they did not finish, a mechanic they want to try again, a question the game raised but did not answer.
Building for Retention From the Start, Not as an Afterthought
The creators who struggle most with first-minute drop-off are usually the ones who built the whole game first and added onboarding at the end. By the time they are designing the opening experience, they are so familiar with the game that they cannot remember what it was like not to understand it.
The more effective approach is to treat the first sixty seconds as a design priority from day one. When you make your own game, whether through a traditional engine, a game builder, or an AI game maker, think about the opening experience the same way you think about the core mechanic: what is the minimum a player needs to feel in order to be hooked? Then build toward that specific feeling, and test it with people who have never seen your game before.
A player who quit after one minute almost never comes back. A player who made it to five minutes has a genuine shot at becoming someone who plays regularly. That gap is almost always decided by design decisions in the first sixty seconds.
Your Drop-Off Rate Is a Design Problem. And Design Problems Have Solutions.
Seeing players leave early feels discouraging, but it is actually one of the most useful signals a creator can get. It tells you exactly where the experience is breaking down and exactly where to focus your next iteration.
The first minute of your game is not a curtain-raiser. It is the audition, the pitch, and the first chapter all at once. When it works, everything downstream works better. When it does not, even the best game in the world does not get the chance to prove itself.
Blog
The Conflicts Nobody Thinks To Declare
A procurement manager at a mid-sized manufacturer signs off on a new packaging supplier. The quote is competitive, the samples are good, and the decision looks sound. Eight months later, an internal review notices that the supplier’s operations director is the manager’s brother-in-law.
The manager never hid the relationship. Nobody ever asked. The annual declaration form he completed two years earlier covered shareholdings and second jobs, and at the time his brother-in-law worked somewhere else entirely.
Most conflicts of interest look like this. They are rarely schemes. They are ordinary relationships and interests that shift over time, meeting a disclosure process that only looks once a year, at a single point, with the same questions for everyone.
A Conflict Is Not A Wrongdoing
A conflict of interest exists when someone’s personal interests could influence, or appear to influence, decisions they make at work. Having one is not misconduct. Failing to declare it, or continuing to make decisions affected by it, is where the problems begin.
The distinction matters because it shapes how people respond. If staff believe that admitting a conflict will be treated as a confession, they will declare as little as possible. If they see disclosure as a routine part of working life, followed by sensible arrangements such as stepping back from a particular decision, they are far more likely to be open.
Organisations that handle conflicts well tend to treat declarations as useful information rather than evidence against the person making them.
Where Conflicts Usually Hide
Financial interests are the obvious category: shares in a supplier, a stake in a competitor, or an investment in a business the organisation deals with. They are also the type most forms are designed to catch.
Family relationships are harder. A partner working for a customer, a sibling running a contractor, or a relative applying for a job in the same department can all create conflicts that the employee may not think to mention unless asked directly.
Outside employment and roles raise similar issues. Consulting work, a seat on another company’s board, or a part-time role with a charity that receives funding from the employer can all overlap with someone’s main job.
Gifts and hospitality from business contacts, and political or government relationships, round out the common categories. Each carries different risks depending on who receives them and what decisions that person makes.
Why One Form For Everyone Falls Short
The traditional approach sends the same declaration form to every employee once a year. It is simple to run, and it creates a record that disclosures were requested. It also has clear weaknesses.
A warehouse operative and a head of procurement face very different conflict risks. Giving them identical questions means the form is either too detailed for most staff or too shallow for the people whose decisions carry real financial weight.
Volume is another problem. In a large organisation, hundreds of declarations arrive in a short window. Most are routine. A small number deserve close attention. When everything lands in the same queue, reviewers spend their time on the routine ones while the significant disclosures wait.
Annual timing is the third weakness. People change roles, relatives change jobs, and new suppliers are appointed throughout the year. A snapshot taken every twelve months can be out of date within weeks.
Asking Better Questions
Many organisations now tailor declarations to the role. Senior leaders and directors receive questions about board positions and significant financial interests. Procurement staff are asked specifically about relationships with suppliers. Managers are asked about connections to people in their reporting line. Everyone else receives a shorter baseline form.
Adaptive questioning helps further. When someone answers yes to having a relationship with a supplier, follow-up questions appear asking for details. When an answer crosses a set threshold, such as a gift above a certain value, the declaration can be flagged for prompt review. Staff with nothing to declare move through quickly, and those with something relevant are guided to provide what reviewers actually need.
Tracking Change, Not Just Status
A single year’s declarations show what people have disclosed. Comparing years shows what has changed, which is often more revealing.
When last year’s answers are carried forward, employees can confirm that nothing has changed or update what has. Reviewers can then see new conflicts, modified ones, and those that have been resolved, rather than reading every declaration from scratch. Patterns that build gradually become visible, and the organisation has a full history if it ever needs to show how a particular conflict was handled.
Moving From Policing To Guidance
The most useful shift many organisations make is introducing pre-clearance. An employee considering an outside directorship, a consulting arrangement, or an investment can ask before acting, and receive a clear answer from the right reviewer.
This changes how staff experience the process. Instead of a yearly exercise that feels designed to catch them out, conflict management becomes a source of advice when they need it. People tend to engage with a process that helps them avoid problems, and that engagement produces more honest disclosures.
Spreadsheets Reach Their Limit
Running all of this manually is possible in a small organisation. It becomes unwieldy as headcount grows. Compiling staff lists, emailing forms, chasing non-responders, removing leavers, and adding new starters consumes a surprising amount of time, and people slip through the gaps.
This is where conflict of interest disclosure management software has become common. Connected to HR records, such systems can send the right form to the right people automatically, enrol new starters, update forms when someone changes role, schedule reminders, and show completion rates as a campaign runs. Declarations that need closer attention can be escalated into an investigation process, with the link back to the original disclosure preserved.
Technology does not decide whether a conflict is acceptable. Reviewers still need to weigh the circumstances, agree sensible safeguards, and record their reasoning. What automation removes is the administrative work that crowds out that judgement.
Getting The Basics Right
Whatever tools an organisation uses, a few principles tend to make the difference.
Policies should explain clearly what counts as a conflict, with practical examples drawn from the organisation’s own work.
Questions should match the risks attached to each role rather than applying a single template to everyone.
Declarations should be possible at any time, not only during the annual campaign.
Reviews should end with a recorded decision and, where needed, a clear arrangement such as stepping away from a particular contract.
Leaders should declare their own interests visibly and promptly, since staff take their cue from the top.
Questions Worth Asking
Do current disclosure forms ask different questions of people with different levels of decision-making power?
How quickly would a new conflict be noticed if it arose midway through the year?
Can reviewers easily distinguish routine declarations from those needing urgent attention?
Do employees know they can ask for guidance before taking on an outside interest?
Conflicts of interest are a normal part of working life. The organisations that manage them well are not the ones with fewer conflicts, but the ones that hear about them early enough to deal with them sensibly.
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Nursery School: Building Confidence, Curiosity, and Essential Early Skills
Choosing a nursery school is an important milestone for families. For many children, it is their first regular experience of learning alongside other children, following a classroom routine, and spending time away from home. While early literacy and numeracy certainly matter, nursery education supports a much wider range of developmental skills.
Young children learn best when they feel secure, interested, and actively involved. A thoughtfully designed nursery environment combines stories, play, conversation, movement, creativity, and practical experiences so children can develop naturally while enjoying the learning process.
Why Nursery Education Matters
The early years are a period of rapid growth. Children are developing language, coordination, social awareness, emotional regulation, and problem-solving abilities at the same time.
A nursery school can support these areas through everyday experiences rather than relying only on formal lessons.
For example, building with blocks involves planning and spatial awareness. Listening to stories develops vocabulary and comprehension. Playing with classmates introduces cooperation and communication.
Learning Happens Through Experience
Young children need opportunities to touch, move, build, sort, create, and experiment.
A good nursery school makes learning interactive. Instead of expecting children to absorb information passively, educators encourage them to explore concepts through activities that make sense at their developmental stage.
This helps children connect new ideas with real experiences.
Language Development Starts With Conversation
Children develop communication skills throughout the day.
Stories, songs, rhymes, role play, and everyday conversations expose children to new words and encourage them to express their ideas.
A nursery school should create many opportunities for children to speak, listen, ask questions, and participate in discussions.
Stories Encourage Imagination
Books do more than prepare children for reading.
Stories help children understand characters, emotions, sequence, and cause and effect.
Teachers can ask children to predict what happens next, describe illustrations, or talk about how a character might feel.
These interactions make literacy meaningful rather than mechanical.
Social Skills Grow in a Group Setting
Young children are still learning how friendships work.
They may struggle to share, wait for turns, or manage disagreements. These situations are normal and provide useful learning opportunities.
Families exploring a nursery learning environment in ESTZ Chennai can observe how educators help children communicate and cooperate.
A nursery school should guide children through social challenges without expecting perfect behavior.
Creativity Supports Flexible Thinking
Drawing, painting, music, construction, storytelling, and imaginative play give children opportunities to express themselves.
A nursery school should not make every creative activity produce an identical result.
Children benefit from choosing materials, experimenting with ideas, and discovering that there can be more than one way to solve a problem.
Mistakes Are Valuable
A tower may fall. A puzzle piece may not fit. A drawing may change halfway through.
These moments teach persistence.
Teachers can encourage children to try again rather than immediately completing the task for them.
Physical Development Needs Daily Attention
Young children need movement.
Running, jumping, balancing, dancing, climbing, and outdoor play support gross motor development. Drawing, threading, building, and puzzles strengthen fine motor control.
A balanced nursery school programme should include both energetic and quieter activities.
Movement can also improve concentration by giving children healthy opportunities to use their energy.
Independence Develops Gradually
Small responsibilities can build confidence.
Children might carry belongings, tidy materials, wash hands, select activities, or help organize a shared space.
A nursery school should allow children enough time to attempt manageable tasks independently while keeping adult support available.
These simple experiences teach children that they are capable.
Predictable Routines Create Security
Young children often feel more comfortable when the day follows a recognizable pattern.
Arrival, activities, meals, stories, movement, and departure cues help them anticipate what comes next.
Predictability can make the environment feel safe while children develop independence.
Conclusion
A nursery school provides much more than early academic preparation. It creates a community where children can build language, social confidence, creativity, physical coordination, emotional awareness, and independence.
The strongest early-learning experiences often happen during ordinary moments: listening to a story, solving a puzzle, completing a small task, or learning how to cooperate with a friend.
When children experience these moments in a warm and supportive environment, they develop skills and attitudes that can support them throughout their future education.
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