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WELCOME

WELCOME. Karen Mingay. How does promote Apprenticeships?. One of the 4 main doorways that lead to SUCCESS & Lifelong Learning First time many students have heard of Apprenticeship. Background. Partnership Project with SWOIEC (South Western Ontario Industry Education Council)

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WELCOME

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  1. WELCOME Karen Mingay

  2. How does promote Apprenticeships?

  3. One of the 4 main doorways that lead to SUCCESS & Lifelong Learning • First time many students have heard of Apprenticeship

  4. Background • Partnership Project with SWOIEC (South Western Ontario Industry Education Council) • Design and development funded by Employment Ontario (MTCU) • Designed and developed by Bizz Buzz Communications • Each school board (WECDSB & GECDSB) purchased game sets for each family of schools • Program delivered to grade 7 students by Student Success teacher

  5. Key Messages • Each individual has unique Talents and Interests

  6. Key Messages • Each individual has unique Talents and Interests • Success can be defined as “Doing what you love…Doing it well”

  7. Key Messages • Each individual has unique Talents and Interests • Success can be defined as “Doing what you love…Doing it well” • There are many different Pathways to Success

  8. Key Messages • Success can be defined as “Doing what you love…Doing it well” • There are many different Pathways to Success • Each individual has unique Talents and Interests • Learning comes from both Knowledge and Experience

  9. Key Messages • Each individual has unique Talents and Interests • Success can be defined as “Doing what you love…Doing it well” • There are many different Pathways to Success • Learning comes from both Knowledge and Experience • Secondary Schools provide many Opportunities for Learning

  10. Key Messages • Each individual has unique Talents and Interests • Success can be defined as “Doing what you love…Doing it well” • There are many different Pathways to Success • Learning comes from both Knowledge and Experience • Secondary Schools provide many Opportunities for Learning • Earning a Grade 12 diploma is only the beginning of Lifelong Learning

  11. Visual Aids and Game Materials Each Student Success Teacher provided with: • 1 Class Set = • 1 Introduction Poster with removable cover-ups • 1 gameboard poster • 5 game sets (each game 4 – 6 players) • 1 Facilitator Guide, including presentation CD and script

  12. Logistics of Program Classroom Preparation • 5 tables or groups of desks set up • class divided into 5 groups each with 4 to 6 students • small side table to hold games • projector/screen to view powerpoint or, flip chart to hold posters

  13. Logistics of Program Timing • Part 1: 75 minutes: • General Introduction • Discussion of Success; Talents & Interests; Knowledge & Experience; Opportunity • Part 2: 75 minutes: • Preparation and set up for game • Play game • Discussion of key learnings

  14. Demonstration of Program

  15. What isSUCCESS? • Who comes to mind when you think of someone who is successful in their work? • What makes them successful? • What do they all have in common?

  16. Is SUCCESS the same for all people? • What makes SUCCESS different for different people? • Talents are things that you are naturally good at • Interests are things that you like to do

  17. Talents • Talents are things that you are naturally good at • For the purpose of this game we are summarizing Talents into 4 categories • In general, everyone has some degree of each of the talents • Usually, a person is stronger in one or two

  18. What are Interests? • Things you like to do

  19. Do Talents and Interests change? • Are you the same person you were 5 years ago? • Will you be the same 5 years from now? • Talents will expand and Interests will change by gaining Knowledge and Experience

  20. How to gain Knowledge and Experience? • Opportunity • Meeting new people and trying new things • There will be lots of Opportunity to gain Knowledge and Experience in High School

  21. How to Play the Game • General Overview: • Board game represents 4 years of high school • Pick a character based on Talents & Interests • Pick an Occupation that fits Talents and Interests of Character (not self) • Take turns moving around the board collecting points (Experience and Knowledge) for graduation as required by selected Occupation

  22. Step 1: Player Colours • 6 to choose from (ROYGBV) • pick game mat and corresponding container • cannot change during game play red purple orange blue yellow green

  23. Step 2: Character Cards • 12 cards available to choose from • once participant chooses a character, cannot change during game • place in stand on mat colour of band represents strongest talent all characters have total of 32 talents all characters have different Favourite Subjects all characters have different Interests colour of band represents second strongest talent

  24. Build Your Character • take out 4 jars of Talent jewels • fill personal container with corresponding number and colour of Talent jewels • compare container with others at table – how are they the same? different? • place in stand on mat

  25. Step 3: Occupation Cards • 48 cards available to choose from (12 for each Talent) • once participant chooses an occupation, there are many opportunities to change during game Colour of band represents primary talent required for job Job Description from Job Futures Determines pathway Minimum required for game Colour of band represents secondary talent required for job

  26. Matching Occupation to Character Match: Talent (primary or secondary) Interest • place chosen card in stand on mat • ask students to share their choices • ask others whether it’s a good match • place remaining cards in 4 step holder

  27. Step 4: Review of Board • open board • represents journey through high school • each of 4 sides represents a grade • take a closer look

  28. everyone starts in grade 9 • must choose your starting pathway • look at Occupation card • if University required, must take Academic Path • if College, Apprenticeship, or grade 12 required, • may take Academic or Applied/Locally Developed Path

  29. Footsteps • roll die to move around board and land on a footstep Opportunity represents learning that comes mostly from outside the classroom (read examples) earn white jewels to put into container represents opportunities for change pick card and follow instructions represents learning that comes mostly from inside the classroom (read examples) earn black jewels to put into container

  30. Starting Grade 10 • stop to check and see if you are on right pathway • if not, change pathway by moving straight across • pick an Opportunity Card as you pass grade 9

  31. Starting Grade 11 • decide if you need to focus on Knowledge or Experience (based on Game Requirements and collection so far) • both Academic and Applied/Locally Developed pathways split into Knowledge and Experience sub-pathways • pick an Opportunity Card as you pass grade 10

  32. Starting Grade 12 • stop to check and see if you are on track to earn game requirements • if not, change pathway by moving straight across • pick an Opportunity Card as you pass grade 11

  33. Graduating Grade 12 • if you have earned a minimum of your chosen Occupation’s game requirements for Knowledge and Experience, you may proceed to the appropriate doorway • if not, you must return to the beginning of grade 12 and take more turns • game is finished when everyone at table has entered their doorway

  34. Pathways • note that University has only 2 paths leading to it (Academic Knowledge and Academic Experience) • all other doors have all 4 paths leading to them • Final Destination • the doors are only the opening to the future • the final destination is Lifelong Learning which leads to SUCCESS

  35. Set Up Rest of Board • Place on board: • Knowledge & Experience jewel jars • Opportunity cards in stand • Occupations cards in stand

  36. Step 5: Let’s Play! • each student takes their coloured pawn and places on Start (on side of either Academic or Applied/ • Locally Developed Path) • each student takes a tally sheet and pencil to keep score as they gather black and white jewels • red goes first; follow clockwise

  37. Discussion after Play Key Learnings What did you learn from playing this game? Prompts: Are you stuck on one pathway all the way through school? Is all your time spent in a classroom? Do you have to decide now what you’re going to do after school? Do you ever get to change your mind? Is the only pathway to Success through University? What kind of opportunities do you have to gain Knowledge? Experience?

  38. Our Experience in Windsor-Essex County “Materials are excellent and easy to use” “Best tool to develop Pathways language” “Generates great classroom discussion for weeks” “Students are enthusiastic”

  39. Our Experience in Windsor-Essex County “Really makes me think about my future” “There are so many choices!” “The game is fun and educational” “It gets us ready for high school”

  40. Possible Expansion Across Ontario

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