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 Neighbours
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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