ICONIC GAMESYEAR 4
TERM 1 · WEEK 6Local History Trail

TERM 1 · WEEK 6

Local History Trail

Build Strong Systems

0 / 7 missions complete
Illustrated punctuation workshop showing a full stop, comma, question mark, exclamation mark and apostrophe.
WORD WORK · Punctuation gives readers clues

ENGLISH

Punctuation & Apostrophes

01 · Workshop

Punctuation helps readers understand writing. An apostrophe can show who owns something. Let’s try it with one owner at a time.

WHAT AM I LEARNING?

Use apostrophes to show singular possession.

YOUR MISSION

Correct: the guides map; the schools gate; Hanas notebook; the museums sign; the towns bridge.

Need help? See the steps
TEACH · APOSTROPHES SHOW OWNERSHIP

Hana owns the notebook.

Hana’s notebook.

Hana is one owner. Add an apostrophe and s to the owner’s name: Hana + ’s. This tells us the notebook belongs to Hana.

Tap a punctuation mark to learn what it does.

PRACTISE · Who does it belong to?

Tap words to collect and compare them.
Illustrated 1912 timber bridge in a local-history landscape.
LOCAL HISTORY SOURCE CONTEXT · Use the authored timeline below for the dates and evidence

ENGLISH

Sequencing Events & Finding Evidence

02 · Library

Read the Local History Trail information first. Talk the idea through, then answer one small question at a time.

WHAT AM I LEARNING?

Sequence events from a short historical account and infer why a landmark matters.

YOUR MISSION

Put the four events in date order. Which happened earliest? Why is the old bridge still remembered?

Need help? See the steps
TEACH · LEARN THE IDEA

Evidence is a clue from the text, picture or data that supports your thinking. An inference is an idea you work out from clues.

  1. STEP 1Read once to understand what it is mostly about.
  2. STEP 2Read the question again and find the part that helps.
  3. STEP 3Say your answer aloud using because, then check it against the text.
  4. STEP 4Record a useful clue from the source.
  5. STEP 5Explain what that clue tells you.

TEACH · Read this first

The Old Bridge Trail — 1912: The first timber bridge opens and links farms with the town. 1948: The bridge is repaired after a major flood. 1986: A new road bridge opens nearby. 2019: The old bridge is preserved as part of a walking trail. Today, signs beside the trail tell visitors how the old bridge helped people carry goods, reach school and visit neighbours before the new road was built.

CHECK THE TEXT · Find a clue

A clue from the text is called evidence.

Learners looking across a local history trail towards a bridge and town.
MAKE & WRITE · Tell how a place changed over time

ENGLISH

Writing a Chronological Paragraph

03 · Creative Studio

YOUR WRITING JOB: Use the four supplied timeline notes to write a paragraph about how the local place changed over time. Use all four events and at least three time-order words.

WHAT AM I LEARNING?

Turn notes into a clear chronological paragraph.

YOUR MISSION

Use the four supplied timeline notes to write a paragraph about how the local place changed over time. Use all four events and at least three time-order words.

Need help? See the steps
TEACH · LEARN THE IDEA

Start with the steps below. They show you what to look for and what to do. First get your ideas ready. Then build the writing one part at a time.

  1. STEP 1Introduce what you are writing about.
  2. STEP 2Give your first important idea.
  3. STEP 3Add another useful detail, reason or example.
  4. STEP 4Finish so the reader understands your message.

NEED TO GET YOUR IDEAS READY?

Choose any way that helps. These are optional — you can always do the whole mission on screen.

ON SCREEN — use the planning boxes below.PEN & PAPER — if you want to, draw or jot your ideas first.SAY IT OUT LOUD — explain your idea to yourself before writing.TALK IT THROUGH — if someone is available, you can talk with a friend, sibling, whānau member or adult.

PRACTISE · Plan it one step at a time

SELF-CHECK · Check your work

This checklist helps you check your work. You do not have to tick every box to submit — the mission check looks at the work you created.

MATHS

Reading Grid References & Pathways

04 · Maths Lab

Work through one maths question at a time. Your answers will be checked before the next mission unlocks.

WHAT AM I LEARNING?

Use alphanumeric grid references to identify and plot positions on a grid map.

YOUR MISSION

1) The museum is at C3. What is its grid reference? 2) The bridge is at C2. What is its grid reference? 3) Which square is column B, row 4? 4) Plot a library at A2 and record its grid reference.

Need help? See the steps
TEACH · LEARN THE IDEA

A grid reference identifies one square on a map. Read the letter first, then the number: C3 means column C, row 3.

  1. STEP 1Read the question and decide what you need to find.
  2. STEP 2Notice the important numbers and units.
  3. STEP 3Choose a strategy and work it out.
  4. STEP 4Type the answer, then check that it makes sense.

PRACTISE & SOLVE · One question at a time

Read → choose a strategy → work it out → check your answer. Correct answers stay correct if another question needs another go.

North ↑ · Columns run A–E from left to right. Rows run 1–5 from top to bottom. C2 is north of C3.

Illustrated five-by-five local-history map with columns A to E and rows 1 to 5. The museum is at C3, the bridge is at C2, and the start is at A5.

Tap a place on the illustrated map to explore its grid reference.

Illustrated five-by-five local map used as inspiration for planning a learner-created grid map.
MAP INSPIRATION · Your mission is to create your own 4×4 map with your own landmarks and coordinates

MATHS

Creating a Mapped Pathway

05 · Mission Deck

This is your real-world Local History Trail challenge. Work out what the problem asks you to find or make.

WHAT AM I LEARNING?

Identify, plot and communicate positions using alphanumeric grid references.

YOUR MISSION

Read the Museum, Marae and FINISH positions on Koru’s 4×4 map. Plot a Library at A2 and a School at D4, then write 1–2 sentences describing Koru’s checkpoints using A4, B3 and D1.

Need help? See the steps
TEACH · LEARN THE IDEA

A grid reference identifies one square on a map. Read the letter first, then the number: C3 means column C, row 3.

  1. STEP 1Read the whole challenge once.
  2. STEP 2Find the numbers, facts or rules you need.
  3. STEP 3Choose a useful strategy.
  4. STEP 4Show your solution clearly enough that someone else could follow it.

CREATE · What do I need to solve?

Read the Museum, Marae and FINISH positions on Koru’s 4×4 map. Plot a Library at A2 and a School at D4, then write 1–2 sentences describing Koru’s checkpoints using A4, B3 and D1.

Choose a way to show your thinking. There can be more than one good strategy.

Ways to think away from the screen

PEN & PAPER — show your working there if it helps.

SAY IT OUT LOUD — explain what you need to find.

TALK IT THROUGH — if someone is available, you can discuss your strategy.

ARCADE

06 · Arcade
GAME BREAK

Play the challenge and follow the instructions inside the game. Complete at least one challenge successfully to finish this Game Break.

ICONIC ARCADE · TERM 1 · WEEK 6

Card Battle

Single-player · touch friendly · progress saves on this device

Choose the stronger card. Compare the values before you play.

VS
Choose a challenge to begin.

How did Week 6 feel?

07 · Clubhouse

This part is about your own learning. There are no right or wrong feelings.

WHAT AM I LEARNING?

Reflect on independence, challenge level and the next useful practice step.

YOUR MISSION

Choose an honest self-assessment.

Need help? See the steps
TEACH · LEARN THE IDEA

Choose what feels true for you, then write one thing you understand better now.

  1. STEP 1Choose how the week felt.
  2. STEP 2Write one thing you understand better now.

How did this week feel?

There are no right or wrong answers. Choose what feels true for you.

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