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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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