Medieval History Go Fish Game with History Book

SKU
066419
Grade PK-AD
Neutral
Non-Consumable
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
$9.99
  • 48 game cards and 7 different games to play; different learning skills practiced with each game
  • A perfect addition to turn any Medieval History study into a multi-sensory experience
  • Great visual aid for classic art and locations around the world!
Description

The deck includes 12 category cards with 4 cards per category. The categories are Architecture, Paintings, Aztecs/Incas/Maya, Technology, Religion, Warriors, Royal Power, Warfare, People, Arabia, Castles, and Famous Medieval Leaders. The booklet contains a paragraph on the historical content of each card, game instructions, and teaching suggestions. Students learn quick facts and historical associations with every card.  ~Rebecca

Publisher's Description of Medieval History Go Fish Game with History Book

Four Fun Games that teach history!

Go Fish Game

Players try to collect all four-of-a-kind cards from the following categories. The player who captures most sets wins.

  • Architecture
  • Paintings
  • Aztecs, Incas, Mayas
  • Technology
  • Religion
  • Warriors
  • Royal Power
  • Warfare
  • People
  • Arabia
  • Castles
  • Famous Medieval Leaders

Chronology

Following the Answer Key instructions, shuffle the cards necessary for the chronology game. When one player signals, the other player assembles all cards in chronological order, as fast as he can. The fastest time wins!

Collect the Cards

Players use historical facts (hints) to try and guess the image on the card. If a player guesses correctly, he wins the card.

Geography

Place these four card at the top of the playing field: Castle, Quetzalcoatl Temple, Samurai, and Caravan in the Sahra Desert. Shuffle the other cards. When one player signals, the other player assembles all cards under the correct card, based on the continent each card represents, as fast as he can. The fastest time wins! Answer key provided.

The included booklet provides the teacher with a wide variety of games to teach Medieval history to kids in a one-on-one setting or in a family with kids of different ages. It also includes history explanations for all 48 Medieval History Go Fish Cards. It is meant to be used with the Classical Historian Medieval Go Fish Game.

Category Description for The Classical Historian Programs

It's history - and beyond! Starting where most courses leave off (with the data), Take a Stand! seeks to teach students how to start with one of the many debatable questions from history, gather information/data, analyze it, think about it critically, formulate an opinion, and be prepared and skilled at stating and defending it coherently. To accomplish those goals, the author has given both teachers and students an excellent step-by-step process taught through some very user-friendly manuals. This is one of those series that makes me want the opportunity for a homeschool "do-over."

Designed as a teacher/student interactive course with a classical bent, the straight-forward nature of the skills progressions, the step-by-step process that the student is led through, the grading/evaluating helps that are provided for the teacher, and the thought-provoking nature of the essay questions create a learning atmosphere that will encourage and empower the student. There's nothing like being challenged a little at a time, learning to accomplish each step in an intricate process of analysis that allows a student to both explore their own perspectives and to experiment with effective communication. As the author says, "creating a perspective with independent critical thinking is a lifelong skill." And, somewhere along the way, history becomes relevant.

The courses are organized around weekly lessons. These amount to about an hour of class instruction/interactive time (a weekly meeting) followed by the student's independent research and writing. The author assumes the parent/teacher is unskilled in the Socratic method, and the first lessons in each course provide an effective presentation (or review), leading both teacher and student through the "Essential Tools of the Historian" - distinguishing fact from opinion, forming good judgment, supporting evidence, primary or secondary source analysis, using quotes, and paraphrasing. Teacher prep needed for the Socratic dialogue is minimal as the author provides specific, period-related, open-ended questions. Likewise, detailed lesson plans include systematic writing instruction.

Course components include a 32-week curriculum guide (for the teacher), student manual, and teacher's edition. A required resource for each course is the Teaching Socratic Discussion DVD set and manual (a one time purchase). Individual courses also require specific textual resources including original source documents which are available at the publisher's website (classicalhistorian.com).

The Take a Stand! scope and sequence is a six-year progression with each course providing a year's work. Ideally, a student would start with Ancient Civilizations in 6th or 7th grade and move sequentially through the series, but I like the potential for family flexibility. You could cover the same course with 2-3 multi-age students, participating in the same discussions but receiving different essay requirements. [The author suggests building to three paragraph essays for 6th graders, five paragraph essays for 7th graders, and three to five page essays for high school students. The key word here is "build," and each step along the way becomes a useful assignment in its own right.] However, the flexibility extends beyond the obvious. You could also use the student manuals and teacher editions as a rhetoric (speaking and writing) supplement to either middle school or high school history courses using your favorite history text as your "spine." Finally, the courses could be used singly as a time period study with an emphasis on writing. For the record, a well-motivated student could glean much from working through the student book on his own (you would still want the teacher's edition) and using the curriculum guide and DVD series; however, learning will be greatly enhanced by even minimal teacher input.

This seems a good time to mention the Classical Historian Games. There are Go Fish and Memory games for ancient, medieval and American history. Their use is suggested in the curriculum guides as enrichment, but they are also the focus for grammar (in the classical sense, i.e. grades 1-5) students. They provide key information on historical people and events and the game format encourages optimal memory retention.

The Curriculum Guide provides the 32 weekly lessons. As mentioned earlier, the beginning lessons of each course incorporate material from the Socratic Discussion in History DVDs. This serves either as initial instruction or as review of the methodology. These lessons, interwoven with historical content and writing lessons, follow a pattern: review and essay reading, Socratic discussion, writing instruction and assignments. Readings from required resources are assigned with occasional additional source material provided in the guide. An answer key for the student book assignments is included. [This a duplicate of the answer key provided in the teacher's edition, but I think most will want both publications as the TE also includes detailed helps for grading the essays which is not a part of the guide.]

The Student Book provides a fill-in-the-blank guide through the social studies literacy analysis skill-building of these courses. The essay questions each provide a small amount of background information, suggestions for terms the student will need to research and know, pre-writing activities that include taking notes, analysis of a particular aspect of the question and suggestions/questions for class discussion and reflection afterwards. The lessons in the social studies literacy section include lessons on determining fact or opinion, assessing good or poor judgments, looking at supporting evidence, analyzing primary and secondary sources, using quotes, paraphrasing, constructing a thesis statement and conclusion, and constructing outlines and rough drafts for one, three, and five paragraph essays as well as topic and closer sentences. Lastly, there is coverage of revising, documenting sources in the text and works cited as well as typing guidelines and cover pages. A follow-up section covers skills needed specifically for multi-page essays such as thesis statements, counterarguments, analyzing primary sources, cause/effect, compare/contrast, and preparing outlines and rough drafts. Graphic organizers and a question format are used throughout. Grading rubrics are provided for one- and five-paragraph essays as well as for multi-page research essays.

The Teacher's EditionThe Teacher Edition (2017) has been expanded, re-organized, and rewritten. It contains a teacher's introduction which includes an explanation of the classical approach to history and teaching the Socratic method. The complete student book is included with answers filled in. Although the answer key is probably necessary, the real value in this manual is the teacher's introductory information. There's so much useful information here! Starting with a brief introduction to the nature of the Take a Stand! courses, the "how to use" portion takes the teacher/writing mentor step-by-step through the process. Included is how to schedule the lessons and an explanation of each step in the process, plus a wonderful section on grading the essays along with suggestions for making this easy on yourself. (Hint: you don't have to grade the whole essay with every assignment; sometimes you can grade just the thesis statement, or the evidence used or the conclusion.) The author provides an "explained grading rubric" (i.e. what does a score of 4 mean) as well as the different categories that should be graded (i.e. thesis, evidence used, evidence explained, conclusion, and pre-writing activities). Since it helps to have examples when you're just learning how to grade certain types of essays/papers, the author kindly provides multiple samples along with grading notes for each. He also provides examples of one-, three-, and five-paragraph essays. A nice plus is that although the general information in each of the TEs is similar, the author has fully adapted each to the specific course, including the sample essays.

Student books tend to be around 90 pgs, pb. Teacher's editions tend to be 30 pgs, stapled. The Socratic Discussion manual is 77 pgs, spiral-bound. ~ Janice

Combine gorgeous cards with suggestions for games and you have amazing learning tools. The Classical History card games are just that - gorgeous. Pulling images from classic art, photos of landmarks, symbols, etc., they provide glimpses of history in visual form. There are 48 cards in each Go Fish Game Deck with four options for play: traditional Go Fish!, a categorizing activity, a chronological game, and a geography game. Each card has a photo illustration, three hints, the the title, and a multiple choice section. The Memory Game sets have 64 sturdy cardboard squares (32 pairs). Place them all face down and take turns flipping cards to make pairs. Each card has an image and its name. Each booklet holds additional games for the Go Fish decks. There are Sit Down Games and Motion Games, with playing directions explained for each. The booklets also include a section that explains each card image plus (except for the Constitution booklet) a list of the correct chronology for the cards. ~ Janice

Category Description for Go Fish Games With Booklet

Play a game of educational go-fish—you'll walk away knowing more about your world! Just like Go Fish or Top Trumps, the game's goal is to collect the 4 cards in a series! Each time period game highlights 12 different themes to learn about: significant thinkers, pioneers, explorers, countries, and landmarks with full-color photos and illustrations. You might match 4 major world waterfalls or 4 Greek mythological figures. Each set of 48 cards is packaged for easy travel, and includes a small instructional booklet that suggests some additional games and also highlights information about each card. Play time is generally ten to twenty minutes; 2-6 players.

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More Information
Product Format:Other
Brand:Classical Historian
Grades:PK-AD
EAN/UPC:019962409806
Length in Inches:8.5
Width in Inches:5.5
Height in Inches:1
Weight in Pounds:0.375
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