YEAR 8
SOSE Alive 2 is the second component of the Jacaranda Middle Years Project to be released. The SOSE Alive series is targeted at junior secondary students. The interactive learning package includes:
- high-interest Geography, History and Commerce material to engage and challenge young adolescents
- launching pads for SOSE students to build from their own knowledge to new areas of...
More Description
YEAR 8
SOSE Alive 2 is the second component of the Jacaranda Middle Years Project to be released. The SOSE Alive series is targeted at junior secondary students. The interactive learning package includes:
-
high-interest Geography, History and Commerce material to engage and challenge young adolescents
-
launching pads for SOSE students to build from their own knowledge to new areas of understanding
-
opportunities for students to extend thinking and explore independent learning opportunities
-
Remember, Understand, Communicate, Investigate, Create and Connect activities engage different types of learners
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technology delivered through a highly interactive CD-ROM and Web site.
The middle years (school years 5-9) occur at a time when people are going through the greatest physical and personal development of the human life cycle. Children in this age group are seeking independence and are curious and adventurous. They seek interaction with adults and learn best through interactive activities rather than by listening. They are empowered by technology, and use it with skill in their recreational and educational pursuits.
What makes this program unique?
Materials developed through the Jacaranda Middle Years Project provide active learning opportunities for middle years students through:
- high-interest material to engage, surprise and challenge students
- opportunities for students to build on prior knowledge and choices for students to explore independent learning opportunities
- a wide range of activities to engage different learners and build understanding
- learning through technology to utilise the capabilities of multimedia and exploit adolescents' curious and adventurous nature.