CAREER_COUNSELLING_EN

(Frankie) #1

understand the relation between school performance and success in personal and
professional life.


Lesson 11 – Interview


Pupils take turns in being interviewed by a member of another group, to find whether
they have the necessary abilities and experience to successfully reach the objective of an
interview. Pupils in class assist to five interviews, each lasting approximately 10 minutes.
Then they attempt to identify together the different modalities to obtain a job.


Lesson 12 – Preparing for transition


Using the knowledge gained from personal experience, pupils prepare to create their own
Real Transition Plans.


Lesson 13 – A real action plan


Pupils create their own Action Plan and Budget Plan (for instance, how to spend the
money for a holiday, how to spend leisure time, how to support themselves, etc.). At the
end of the session they receive a Certificate of Participation.


Duration of the game: it can be played throughout a school year, with pupils in primary
school until high school. It is recommended that activities last from one to two hours,
function of the age and concentration capacity.


Evaluation: at the end of the counselling and guidance classes (exercises, debates,
discussions, etc.) counsellors will have an impression on the way clients and groups acted
and whether the exercise was a success. To evaluate the efficacy of the game, counsellor
will take into account the following:



  • Were the groups capable of working without assistance?

  • Did they work efficiently and did they fulfil all tasks?

  • Did they make decisions then consider other options of the game?

  • Were all clients / groups sufficiently motivated?

  • Were most the interactions real and natural?

  • Did clients feel that the exercise was beneficial?


The role of the community in the game


The word “play” represents an operational notion in the programme. Real Game is
focused on activities that are practical and applied, particularly pupil-oriented, and
considering the impact the game has on them. The role of the community: acquiring a
realistic, formative meaning related to the work of adults. Clients set off on a “journey” in
the world of adults. Stimulated, pupils practically take over the part of adults, earn and
spend, pick a house, create a city, etc. – everything in a classroom together with parents
and members of the community.

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