The Real Game Series
The Play Real Game The Make It Real Game The Real Game The Be Real Game The Get Real Game Real Time Real Life
 
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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 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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