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How It Works
The Make It Real Game is
designed as a journey. Each session represents a step of the journey, and each
subsequent step builds on the previous one. The journey is divided into
sessions. Some sessions are followed by optional activities and discussion
segments.
Session 1: Making
a Role Students are introduced to The Make It Real Game.
They become familiar with the Adult Role Profiles they will assume and
explore throughout the program. (about 80 minutes)
Session 2: Making
Neighbors Students create their own unique town, and explore and
make lifestyle decisions by choosing houses, vehicles, and leisure items they
wish in their adult lives. (about 80 minutes)
Session 3: Making
a Town Students use group decision-making and communication skills
to "personalize" their communities and their town. (about 80 minutes)
Session 4: Making
a Town Work Students explore the nature and functions of their
town and discover the diverse range of work roles that make a town
work. (about 120 minutes)
Session 5: Making
a Company Students explore the basics of work search and discover
how to work as a company (group) by combining their different life and work
skills. (about 80 minutes)
Session 6:
The Brainstorm Spin Game Students form groups based on their
occupational titles and play an engaging "brainstorm spin game" that
tests their knowledge of work roles, concepts and vocabulary, and community
businesses and services. (about 40 minutes)
Session 7:
Making a Living Operating as a company unit, students secure
a contract with an international business concern and begin working as a team,
each with specialized responsibilities, to adapt and deliver a product to
another country and culture. (about 60 to 80 minutes)
Session 8:
Making a Business Trip Students explore the realities of a
global economy and the culture of another country by researching, planning and
embarking on a simulated international business trip. (about 80 to 120
minutes)
Session 9: Making
It Work Students apply what they learned on their business trip to
their own unique and innovative company team approach to adapting a fable in
fulfillment of their international contract. (about 80 to 120 minutes)
Session 10: Making
a Project Presentation As a company team, students present their
adaptations of the folk tale to a preview audience. (about 60 to 80 minutes)
Session 11: The
Brainstorm Spin Game Students form groups based on their
occupational titles and replay the "brainstorm spin game" to test their
knowledge of work roles, concepts and vocabulary, and community businesses and
services using a new set of more challenging questions. (about 40 minutes)
Session 12: Making
It Real Students review, reflect upon and demonstrate the results
of their career exploration journey to an audience of parents, invited guests
and school staff. (about 60 to 80 minutes)
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