Year 6 Narrative Unit 2 – Extending narrative

Teaching sequence phase 1

Reading, playing and exploring examples of non-linear, quest-type text adventures either as a paper text, or as simple on-screen adventure games (2-3 days)

Teaching content:

  • Select an appropriate adventure game text on paper or screen. If on paper, it needs to be the type where you read a page, make a choice and are then directed "Now turn to page X". If on screen, it must be a basic form of computer adventure, where much of the information is provided as text, rather than a more complex, graphic 'platform' or 'virtual environment' game.
  • Read the adventure, initially as a class then in groups, making collective decisions through debate and discussion, justifying tactics, anticipating consequences and so on. Sometimes make notes of what happens when playing (routes taken, consequences and so on), as a basis for discussion and feedback to others. Discuss and compare tactics. Use activities to help explore and understand the text and how it works, for example making up hint sheets for others to follow.
  • Use problem-solving techniques to tackle some of the difficulties and frustrations encountered.
  • In groups or pairs, narrate the journey of a player's routes through the game as an oral storytelling, possibly recorded digitally.
  • Compare with another example, possibly on screen if the first was on paper or vice versa, and with others of the children's experience. Discuss the typical settings, plots and characters of these games. What are the common features? What features make for an exciting game?
  • Select particular passages of text from the game, for example the introduction, a crucial episode, event, meeting or the solving of a quest. Read and analyse them first as a class and then in groups. Discuss language and vocabulary, use of dialogue and so on.
  • Discuss and agree some key features of these texts and the way they are written and constructed. What devices does the writer use to engage and excite the reader? Note these for later reference.

Learning outcome:

  • Children extend their reading and learning skills through engagement with contemporary texts such as a non-linear adventure game.

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