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How It Works
The 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 five
units: Learning a Living, Making a Living, Quality of Life, Changes and Choices,
and The Personal Journey. Some sessions are followed by optional activities and
discussion segments.
UNIT ONE:
LEARNING A LIVING
In the two sessions in this unit, which together take two 30- to 40-minute
periods to complete, students receive an overview of The Real Game. The
game is presented as a journey in career exploration that will bring students to
"assuming the mantle of the expert." Students learn that they will soon assume
unique and individual life/work roles. In these roles, they will earn and spend
money, participate in family and community life, make many decisions that affect
their characters' lives, and experience good and bad chance situations. They
even make decisions on social issues that affect their own and their community's
future. They learn that every decision is a career decision.
Students complete a pre-survey to assess their awareness of realities in the
contemporary working world before beginning The Real Game experience,
and they complete a post-survey (same items) at the end of Unit Five to evaluate
their progress. In this way, progress may be documented. The pre- and
post-surveys are based on the Blueprint for Life/Work Designs competencies and performance
indicators for the Junior High/Middle School level.
Now the fun and learning really begin. This is where students play the first
round of The Spin Game, a multiple choice question-and-answer game linking
school subjects to life/work roles, and form neighbourhood groups that serve as
the basis of many subsequent activities in The Real Game.
UNIT
TWO: MAKING A LIVING
There are four core sessions in this unit, which together take five to six
hours. Here students engage in activities through which they assume their own
individual adult life/work roles.
First, students explore and express their dreams by creating wish lists
(homes, pets, cars, leisure pursuits, etc.) they would like to have as adults.
Then, they are randomly assigned life/work roles they will assume for the
balance of the game. They learn about a typical day in their new roles (A Day in
the Life.), the monthly income, the education and training required to qualify
to enter the occupation, the working hours, etc.
Reality comes into play when students have to balance their monthly budgets
(using numeric skills) and calculate what they can actually afford, taking into
account their actual net incomes. Chance Cards (some positive, some negative,
all different) are given to all students in order to force them to make
adjustments in their budgets and cause them to think about financial planning
and saving.
Students then start to personalize the Activity Posters that are
displayed on the classroom wall for all to see throughout the program. They
produce their own business cards. Much shared learning occurs as students
compare notes about their roles, incomes, budgets, lifestyle choices, etc. Some
elements of the Activity Poster are: education level, transferable
skills, annual holidays, gross and net monthly incomes, housing and
transportation choices, and expenses. Students actually begin to turn the
classroom into an imaginary community by creating street names for the clusters
of posters on the wall, a town name and other optional (civics and society)
activities, such as electing a mayor and town council, holding town meetings,
and debating community issues.
UNIT
THREE: QUALITY OF LIFE
Unit Three has three core sessions that together last about four to seven
hours. Here students are introduced to the concept of quality of life by
choosing leisure and vacation activities within the means of their assigned
life/work roles and occupations.
Students start with a time management activity. They examine necessary daily
activities related to their life/work roles, identify activities they choose to
do during their free time, and explore the balance between work and the rest of
their lives. Students then plan a group vacation by examining several
suggested vacation packages or by choosing their own destinations, near or far.
Of course, they must take into account each of their budgets and schedules in
accordance with the amount of vacation time each has available at specific times
in the year. This activity gives students a chance to explore vacation
destinations (geography, social studies, information and communication
technologies), experience group decision-making, and learn about a variety of
occupations related to the travel industry.
UNIT
FOUR: CHANGES AND CHOICES
Unit Four has five core sessions that together last about six to eight hours.
Here students learn how to adapt to change and unexpected situations that occur
in the work world and in life. The activities are presented in such a way that
participants realize that changes and surprises, even negative ones, offer
opportunities and choices.
With the help of a questionnaire and group discussions, students reflect on
attitudes and preconceived notions they have about the roles of men and women in
society. They become aware of trends and changes influencing home and workplace
situations.
Students then examine which aspects of their assigned work role they like and
which they dislike. In the context of their new knowledge of all the work roles
in their community, they consider other work roles, styles or environments they
feel could bring them greater satisfaction. In this unit, some students will
receive pink slips and lose their jobs, always through no fault of their own.
Downsizing, mergers, etc., change the course of the game as the students rally
to provide support and assistance to colleagues faced with job loss. Activities
such as group discussions and essay writing help students to think of positive
actions, both for the affected individuals and their community, that may lead to
new possibilities.
Finally, the entire class is rendered jobless. Working in teams, students
brainstorm solutions and by connecting with innovative community projects, learn
how their transferable skills will enable them to create new work opportunities.
Students wrap up this unit by playing a second round of The Spin
Game, further exploring the links between their schooling and potential
life/work roles as adults.
UNIT
FIVE: THE PERSONAL JOURNEY
Unit Five has four core sessions that together last about four to six hours.
Here students leave their roles behind and imagine themselves in the future.
They reflect on their career journey by talking with active individuals in their
real community.
In the first activity of this unit, students learn the true meaning of the
word "career" as they imagine their lives and note the main events in a powerful
and graphic exercise called "The Big Picture." This is followed by a session
called "Follow Your Heart" in which students develop their own personal
life/work profiles based on the new knowledge of themselves and the life/work
options they have acquired through the program.
Guest speakers are invited for the next activity as a Career Day is planned.
The students realize how The Real Game has given them a real feel for
what adults go through in real life. Invariably, they begin to view their
parents/guardians with new respect and understanding. Their contacts with adult
counterparts from their own community enable students to share their experiences
and new knowledge and to gather new information on contemporary life/work roles
in their community.
Students share their views on what they have experienced and learned in
The Real Game, and they identify which activities made the greatest
impression on them. To conclude the program, students answer the post-survey to
assess their progress towards mastery of the Blueprint for Life/Work Designs
competencies.
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