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Educational Applications Using
GenerationsTM is more than just a fun
game. Parents, schools, libraries and museums
use GenerationsTM as an added resource for their
education programs. Activities can span a few hours or
encompass more extensive projects.
GenerationsTM has been positively reviewed
by students, parents, historical organizations, story-telling and
library professionals, genealogists, and educators. |
For parents
and educators who are looking for a versatile educational tool,
GenerationsTM can be used as a game for improving
logic reasoning or as a resource for developing communications and
library research skills, while also re-enforcing U.S. history and
introducing students to genealogy.
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For grades 4-6: the game board portion of
GenerationsTM can be utilized as an extra-curricular
activity during school hours or for after-school programs. It
provides fun while also developing logical reasoning skills. When
story-telling is encouraged, it can also enhance U.S. history and
communications skills.
- For grades 4 - 12+ : As an added plus, educators have
found that the GenerationsTMED instructions free
students from the gameboard, while providing a creative and fun
resource for learning. GenerationsTMED builds on
knowledge of U.S. history while developing library research and
communications skills using the theme of family history. This
creative classroom adaption may be used with individual students
in a homeschool environment or for groups as large as 31 students.
The GenerationsTMED classroom version utilizes multiple
critical thinking skills in conjunction with U.S. history and
library research assignments.
The GenerationsTMED adaption frees students from the
game board by having them "draw" a series of cards and numbers
(from the game) to determine the generation (time in history) in
which a particular fictional ancestor lived and his/her career,
lifestyle, and U.S. birthplace. These "facts" are used to outline
the lives of the fictional ancestors, forming the basis of
learning assignments. Opportunities for exploring native-American
and international cultures are provided by exploring where the
ancestors in the "oldest" generation were born. When born outside
of what is now the United States, discussions can include why and
how they left their birthplaces.
Once the outlines of ancestors lives are known, classroom
assignments are derived through the development of stories that
depict lives of make-believe individuals through-out various
periods of U.S. history. Educators may incorporate library
research, written assignments, oral presentations, role playing,
notebook development, and illustrations into classroom projects.
Students are encouraged to utilize stories and artifacts from real
ancestors' lives to provide a more personal and real historical
perspective of our nation's
history. Additional Ideas:
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Add to the fun of oral presentations by assigning an
interviewer (parent ,volunteer, or student playing the role of a
well known personality) to ask questions. One educator even video
taped the interviews as students dressed in costumes played the
role of the ancestor they had researched. Such videos could be
shared with parents and other classes.
- A high school American history teacher in Frenship, Texas
incorporates GenerationsTM in his classroom
assignments. He aligns the time-span for each generation with a
major unit in American history, following the family throughout
the year. Ancestors who are "alive" at the end of each unit are
"interviewed" to determine the impact on their lives and their
reaction to historic events.
Note: The game designer is available
at no charge for discussing details of classroom use with educators.
When location and time allow, the designer will also volunteer as a
classroom assistant, sharing experience and knowledge with
others.
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