iThrive Curriculum: Museum of Me pairs with What Remains of Edith Finch to create a meaningful game-based learning experience for 11th and 12th grade students in English and humanities classes.
The 11-lesson unit use the immersive narrative at the center of the video game as a springboard for deep academic and social-emotional learning, engaging teens in rich conversations about the complexity and nuances of identity. As students play as the game's protagonist Edith, they explore their identities and reflect deeply on how they tell their personal stories, connecting the stories they uncover in the game with elements in their own lives.
Teens benefit from opportunities to actively explore who they are and who they want to be. iThrive Curriculum: Museum of Me ignites this sort of exploration through play and by embedding social and emotional learning opportunities in core academic content seamlessly.
Has been optimized for both in-person and virtual classrooms.
Embeds social and emotional learning.
Is a game-based learning unit is complete and ready to be implemented.
Engages in deep learning, offering feedback such as, 'I think that games are important in learning as they allow someone to explore knowledge in a way that isn't just reading from a textbook or watching a video.'
Covers core English content such as environmental storytelling, figurative language, narrative mechanics such as flashbacks and nonlinear storytelling, personal identity exploration and how artifacts tell stories about their owners, intentionally or not.
iThrive Curriculum: Museum of Me was co-created with Paul Darvasi of Royal St. George's College in Toronto and Matthew Farber, Assistant Professor at the University of Northern Colorado's School of Teacher Education.