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1. Tools and Artifacts: Plan a field trip
to a museum that exhibits ancient tools and artifacts or invite
someone to the classroom who has such a collection. Ask your students
to chose an object and write a story about someone inventing and
then using that tool or artifact.
2. Make the Class into a Clan: Have the class
become a clan or several clans, with designated ages and roles (child,
hunter, mother, shaman, young girl, grandfather, etc.). Each day
the group must meet new problems and challenges, such as a food
shortage, a dispute between two hunters, or an illness or injury.
How will each clan member and the group as a whole deal with the
issues? Impress upon the clan members how each person is dependent
upon other people. (i.e., Who does the young mother depend upon?
Who depends upon her? Who does the old hunter depend on? Who depends
on him? Who does the young girl depend on? Who depends on her? etc.)
3. Drawing the Animals: Using photographs
of cave art as models, have the students draw the animals on butcher
paper. Combine them in order to make them look like the paintings
on cave walls. For accuracy, use only the colors of black, red,
and yellow.
4. Initiation Ceremony: Create an initiation
ceremony with the painted cave walls as a backdrop. Give everyone
a part or repeat the ceremony with a different cast. Choose 8-10
initiates (girls and boys), a shaman, musicians, and torch bearers.
The spoken parts can be written by each student or jointly as a
class project with the most eloquent speeches chosen. Plan and rehearse
the ceremony. In a darkened classroom illuminated by torches (concealed
flashlights inside red tissue paper attached to wood handles), the
subdued initiates enter the cave. Waiting for them is the shaman
and clan members (some of whom play drums or flutes). The initiates
can receive manmarks as well as adding a crayoned hand print to
the cave wall (there are many in the actual caves). All participants
should be dressed in simple but appropriate clothing and jewelry.
Invite another class or parents (or both) to the ceremony. Note:
This ceremony can be extremely powerful just before a school graduation.
5. Survival Game #1:
Almost all hunter-gatherer societies share certain characteristics.
The size of the group is usually small so the resources of the area
(plants and animals) will not become exhausted too quickly. Because
these societies usually move when resources eventually get depleted,
their possessions must be limited to those that are both vital and
easily carried. In order to impress upon students the survival value
of each possession, this Game (see attachment on page 14) is strongly
recommended. NASA has their astronauts-in-training play a variation
of the game and many law schools use it.
Divide your class into groups of five or so students
and have each group sit together. Read the following sheet to the
entire class to make sure that everyone understands the Game, then
give a copy to each group. Tell your students that good thinking
is required, plus the ability to change your mind if other peoples
choices are better than yours. Do not tell them that there are no
right answers, only thoughtful ones. The Game is and should be--noisy!
After the Survival Game has been played:
a) Ask your students what they thought was the point of the
Game.
(To think about and try to agree on basic needs in a difficult situation.)
What are some of these needs? (Food, water, protection, shelter,
health, the education and care of the young, knowledge of the area,
the ability to solve problems and get along together, etc.)
b) Tell the class that they are archeologists coming upon
the 13 listed items one thousand years later. What can they say
about the people who left these things behind? Have your students
make careful distinctions between intelligent guessing or assumptions
(i.e. they seemed to have been concerned about health; maybe they
used the wheel to move things; perhaps they were a religious people;
etc.) and factual evidence. (i.e. they had developed a written language;
they knew how to produce metal; it takes intelligence to invent
a battery radio; they made and used tools; nylon is a man-made material;
etc.) Throughout this part of the Game, the goal is to invite your
students to think like archaeologists who must try to distinguish
between a fact and an assumption.
6. Survival Game #2
A plane carrying only the people in this classroom
has crashed in a deserted area that has a temperate climate, water,
and considerable plant and animal life. All of us are uninjured
and safe from the burning plane. We have only a short time to make
some very important decisions.
We have to choose 5 items to rescue from the plane
out of the 13 listed below. With the help of our choices, we will
start a new life together. We will never meet any other people again.
Each of us will take 5 minutes to silently make our
own choices. Then, for 10 minutes, we will discuss and agree upon
choices within our group, checking them off on this sheet. We'll
choose a spokesperson who will come before the class at the end
of the 15 minute period to present our group's choices and why each
item was chosen.
Our teacher will keep a tally on the blackboard as
each group makes its report. Listen and keep an open mind to other
ideas we may have overlooked when our group was making its decisions.
THINK CAREFULLY ABOUT THE CHOICES BELOW:
- 20 feet of nylon rope
- First Aid book
- magnifying glass
- one orange
- metal hammer
- one-way battery radio
- rubber and metal wheel
- steel knife
- unopened tin can of soup
- First Aid kit
- book of matches
- the Bible
- compass
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Garbology Game
Prehistoric archaeologists must try to determine how
ancient people lived who left behind no written records. They do
this by searching for the remnants and discards of the past. From
this recovered evidence, they try to find out what people ate and
how they procured their food, how they sheltered themselves, what
clothes and adornment they wore, what their tools and weapons were,
and whether or not they traded with other groups.
The following game, "GARBOLOGY," has been
designed to help students think like archaeologists. It is most
successfully played at the end of the book and can--and should--be
lively!
1. Place in front of the class a
random group of artifacts (may be made of cardboard or drawn on
paper) that could have been discarded 12,000 years ago by Anooka's
clan.
Consider using a broken harpoon or spear, fish bones,
an arrowhead, pieces of a small, fired clay animal, a worn boot,
an ivory pendant, a fish knife, fire-sticks, and a scrap of animal
fur used as clothing or bedding.
2. Have the students write down or
discuss as a group what can be said about the people who left these
things behind. Be sure your students make careful distinctions between
assumptions (perhaps the clay animal had a religious meaning; maybe
they had invented a bow and arrow; etc.) and factual evidence (they
wore jewelry; they knew how to start a fire; they ate fish; etc.).
3. Now assemble another pile of discards,
this time from our own lives. Consider using a broken T.V. remote
control, an empty can of food, a worn book, a clock with a dead
battery, a wheel from a toy, a flashlight with a burnt out bulb,
etc. Have the class pretend that they have discovered these items
12,000 years from now.
4. What can be said about the people
who left these things behind? Again, have students make thoughtful
distinctions between assumptions (perhaps the wheel was used for
transportation; telling time seemed to be important to them) and
factual evidence (they had mastered the technology for remote control;
they had a good food storage system; they had invented writing;
they had the ability to produce artificial light; etc.
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