SESSION OVERVIEW Session 1 – Making a Role Students are introduced to the Make It Real Game and are given the roles they will assume and explore throughout the program. Time: Approximately 80 minutes Session 2 – Making Neighbours Students create their town, as well as explore and make lifestyle decisions by choosing houses, vehicles and leisure items they wish to have in their adult lives (roles). Time: Approximately 120 minutes Session 3 – Making a Town Students use creative decision-making skills to personalise their communities and their town. Time: Approximately 80 minutes Session 4 – Making a Town Work Students explore the working nature of their town and discover the numerous types of occupations that make a town work. Time: Approximately 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 work skills. Time: Approximately 100 minutes Session 6 – The Brainstorm Spin Game Students form groups based on their occupational titles and play the Brainstorm Spin Game, testing their knowledge of their work roles, occupational concepts, vocabulary, and community businesses and services. Students also increase their knowledge and awareness of the wide variety of occupations and businesses. Time: Approximately 40 minutes The Make It Real Game 2003 © Bill Barry. The Real Game Inc. All rights reserved. http://www.education.vic.gov.au/sensecyouth/careertrans/teacherresources/realgame Session 7 – Making a Living Students are introduced to the concepts of local and global economies. Students in their companies secure work contracts and work together to plan their research. Time: Approximately 60 minutes Session 8 – Making a Business Trip Students go on a simulated business trip. They research information and gather materials for their advertising campaigns. Time: Approximately 120 minutes Session 9 – Making it Work Students use their business trip findings and the materials they have gathered to create an advertising presentation for their client countries. Time: Approximately 90 minutes – can require several hours (including work outside class time), depending on presentation methods chosen Session 10 – The Brainstorm Spin Game Students form groups based on the occupational titles to play the second round of the Brainstorm Spin Game, which tests their knowledge of their work roles, occupational concepts, vocabulary, and community businesses and services. Students also increase their knowledge and awareness of the wide variety of occupations and businesses. Time: Approximately 40 minutes Session 11 – Making it Real Students review and demonstrate the results of their career exploration journey through The Make It Real Game program to an audience of parents, invited guests and school staff. Time: Approximately 60 to 80 minutes The Make It Real Game 2003 © Bill Barry. The Real Game Inc. All rights reserved. http://www.education.vic.gov.au/sensecyouth/careertrans/teacherresources/realgame
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