Twelve castaways. Zero rules.

A storm sank your ship. Twelve castaways made it to a tiny island, and your team is in charge. There are no laws here yet. You have to make them.

  1. DecideTalk with your team and pick a law. Nobody can pick it for you.
  2. WatchThe days go by. Surprises hit the island, and your laws decide how it goes.
  3. FixWhen a law is not working, change it and explain why.

The five sessions

Each session opens when your team finishes the one before it. Watch the beach, too. A bag of books from your sunken ship is going to wash ashore. A team that reads them can give castaways real jobs in the Jobs tab, like nurse, EMT, engineer, and lawyer.

1. Washed AshoreWho decides? Survive the first week. Opens once your island has a name, a flag, and a pet.
2. Who Does What?Jobs, the worst job on the island, and days off.
3. The Coconut ProblemTrading, money, and prices.
4. The Missing FishSomeone is accused. How do you find the truth?
5. The RaftNewcomers arrive, and a ship appears.

My badges

Island codes

If your team wrote down a code last time, type it here to get your island back. You can also type in another team's code to sail over and see how they run their island.

Teacher note (page version 13)
  • Universal Concept: Order (also fits Power and Systems). Big idea: every rule helps one thing and costs another.
  • Setup: teams of 2 or 3 sharing one Chromebook works best. Session 1 takes about 20 to 25 minutes. The trailer and the "What and Why" video are in the Movie Theater tab and take about a minute each.
  • No answer key: there are no right answers. Every team gets different surprise events, and the same event plays out differently depending on the laws the team chose. Teams that argue before they click do best.
  • If an island falls apart: that is part of the lesson. The game tells them which meter ran out and asks what they might change.
  • Saving: progress saves on that Chromebook. At the end, each team also gets an island code to write on a sticky note. The code brings back their laws and meters on any Chromebook. It does not bring back the sentence they typed, so have them copy that down if you need it.
  • Talk about it after: Which law surprised you the most? Is "fast" or "fair" more important in a storm? What about when sharing food? Where do you see these same choices at school?
  • Castaway bars: the small bar over each castaway shows how that one person is doing. The bars follow the meters and the sharing law, and they never empty all the way. An island can look fine on the meters while a few castaways are in the red, so ask: who is struggling, and which law did that?
  • Jobs tab: on Day 4 of Session 1, a bag of four books washes ashore: lawyer, nurse, EMT, and engineer. Sessions 2, 3, and 4 each bring one more: doctor, farmer, and teacher. Each book is four short pages. To unlock the job, the team answers three questions drawn from a set of six. One miss sends them back to reread, and the next try gets different questions, so guessing does not work. The team then decides which of the twelve castaways gets the job, and can change that at any time. The castaway wears a matching hat and gives the island a small weekly boost. With an engineer, the huts are rebuilt to look better. Jobs save on that Chromebook only. An island code brings the books back, but teams must pass the questions again.
  • Making the island theirs: on the Home tab, teams name their island and design a flag, which then flies over the huts and heads their Rulebook. Island names are checked against a short list of rude words. Session 1 stays locked until the team has saved a name and flag and picked a pet. Students can click any castaway on the island to hear what that castaway thinks of the team's laws, which is a quick way to show that one law lands differently on different people.
  • Projects, pirates, and visiting: after each finished session, the team picks one thing to build. It appears on the island and adds one point to a meter at the start of each later week. Pirates always arrive on Day 6 of Session 3. On the Home tab, a team can type in another team's island code and press "Visit this island" to compare laws. The Rulebook tab has a Print button.
  • Sound: Session 1 plays ocean waves, light wind, a seagull now and then, and a crackling campfire. Storms add rain, strong wind, and thunder, and other events have their own sounds. The Sound button in the menu turns all of it off, which helps when many Chromebooks are playing at once.
  • Read aloud: every game screen has a Listen button that uses the Chromebook's built-in voice.
Teacher lesson plan (copy and paste into a Google Doc)

Standards, learning intentions, success criteria, procedures, rubric, and differentiation for the whole unit. Click the button, open a blank Google Doc, and paste.

The Island: Unit Lesson Plan

Grades: 3 and 4 GATE (works for grade 5)   Subjects: Social Studies, ELA   Length: 5 sessions of 45 to 60 minutes   Site page: fun-gate.com, The Island

Universal Concept: Order (also connects to Power and Systems)

Unit Overview

Teams of students govern twelve castaways on an island with no rules. They choose who makes decisions, what work comes first, and how food is shared. Then they watch seven days play out. Surprise events hit every island, and the team's own laws decide how well the island handles them. At the end of each session, teams keep or change their laws and justify the choice in writing with evidence from what happened.

Essential Questions

  • Why do groups need rules, and who should get to make them?
  • Can a rule be fast and fair at the same time?
  • How do we know when a law should change?

Standards Alignment (Nevada Academic Content Standards)

Social Studies, Grade 3

  • SS.3.19 Rules, laws, and authorities that keep people safe and property secure in societies.
  • SS.3.6 Build responses to compelling questions with reasoning, examples, and details.
  • SS.3.8 Take part in a structured academic discussion, using evidence and reasoning to share and critique ideas.
  • SS.3.10 Use deliberative and democratic procedures to take action on an issue.
  • SS.3.25 Why people trade goods and services with each other (Session 3).
  • SS.3.26 The difference between needs and wants (Session 3).

Social Studies, Grade 4

  • SS.4.20 How civic dispositions and democratic principles guide government.
  • SS.4.28 Intended and unintended consequences of decisions about limited and shared resources.
  • SS.4.6 Build responses to compelling questions with reasoning, examples, and details.
  • SS.4.8 Take part in a structured academic discussion, using evidence and reasoning to share and critique ideas.
  • SS.4.10 Use deliberative and democratic procedures to take action on an issue.
  • SS.4.31 Methods of payment for goods and services (Session 3).
  • SS.4.33 Examine jobs related to a career of interest (washed-up books).

Social Studies, Grade 5 (if used with fifth graders)

  • SS.5.24 Ways individuals can influence rules and laws in the classroom, school, government, and society.

English Language Arts

  • W.3.1 and W.4.1 Write opinion pieces that support a point of view with reasons.
  • SL.3.1 and SL.4.1 Engage in collaborative discussions, building on others' ideas and expressing their own clearly.
  • RI.3.1 and RI.4.1 Answer questions about an informational text by referring to details in the text (washed-up books).

Standard descriptions are shortened. Social studies codes come from the Nevada standards revised in 2018. Check them against your current district curriculum documents before submitting.

Learning Intentions

We are learning to:

  • understand that every rule has a trade-off: it helps one thing and costs another.
  • compare different ways a group can make decisions.
  • use evidence from what happened to explain why a law should change or stay the same.

Success Criteria

I can:

  • name three ways a group can make decisions and give one strength and one weakness of each.
  • point to something that happened on our island and explain which law caused it.
  • work with my team: listen, give a reason, and agree before we click.
  • write at least two sentences that state our decision and support it with evidence from our island.
  • (Stretch) explain how an island can have good meters while some castaways are still struggling.

Learning Objectives

By the end of the unit, students will:

  1. Compare three decision systems (one leader, everyone votes, council of three) by identifying at least one benefit and one cost of each.
  2. Explain cause and effect between a law and an outcome, citing a specific event from the simulation.
  3. Evaluate their team's laws and justify a revision in writing, using evidence.
  4. Take part in team deliberation by giving reasons and responding to the reasons of others.

Key Vocabulary

law, trade-off, fair, consequence, leader, vote, council, evidence, revise, trust, trade, price, jury, proof, newcomer

Materials and Resources

  • One Chromebook per team of 2 or 3, open to The Island on fun-gate.com
  • Projector or TV for the two videos in the Movie Theater tab
  • Sticky notes for island codes
  • Island Log for each team (notebook page with four headings: Our laws, What happened, Why it happened, What we would change)
  • Chart paper for a class chart: "Fast or Fair?"
  • Headphones if teams will use the Listen button

Prior Knowledge and Warm-up (10 minutes)

Prior knowledge: Students know classroom and school rules and have voted on something as a class.

Warm-up, "The Ball Problem": Tell students: "There is one ball at recess. Twelve kids want it. There are no rules at all." Partners talk for two minutes: What happens? Who should decide? Chart their ideas, then sort them into three groups: one person decides, everyone votes, a small group decides. Tell them they are about to test all three.

Instructional Procedures

Session 1: Washed Ashore (about 50 minutes)

  1. Hook (10 min). Run the warm-up. Watch the Official Trailer, then The What and the Why. Read the learning intentions and success criteria together.
  2. Team setup (5 min). Form teams of 2 or 3. Assign jobs that rotate each game day: Clicker, Reader, Recorder. Set the norm: "Talk before you click. Everyone gives a reason."
  3. Meet the castaways and pass three laws (10 min). Teams record their three laws in the Island Log and write one prediction: "We think the hardest part will be ___ because ___."
  4. Play Week One (15 min). After each day, the Recorder notes the event and the "Why it went this way" box. Circulate and ask: Which law caused that? What would a different law have done? Whose bar is low, and why?
  5. Island meeting and writing (10 min). Teams keep or change their laws and type their reason in the game. Each student then writes a fuller explanation in the Island Log for assessment. Teams copy their island code onto a sticky note.
  6. Debrief (5 to 10 min). Fill in the "Fast or Fair?" chart with a plus and a minus for each decision system. Ask teams whose island fell apart what they changed on the second try.

If an island falls apart: this is expected and useful. The team reads the hint questions, records what went wrong, and plays again with new laws.

Session 2: Who Does What? (about 50 minutes)

  1. Review (5 min). Teams reread their rulebook and load their island code if they changed Chromebooks.
  2. Warm-up (5 min). Ask: "Every group has a job nobody wants. Who should do it?" Chart the ideas: take turns, pay someone, or let a boss choose.
  3. Pass three job laws (10 min). Teams decide how jobs are given out, who scrubs the fish rock, and whether anyone gets time off. Push them to predict how each new law will fit with their Week One laws.
  4. Play Week Two (15 min). Watch for laws that disagree with each other, such as a food reward on an island with equal shares. Ask: Which castaway is paying for this law? Look at the bars.
  5. Island meeting and writing (10 min). Teams keep or change their job laws and explain why. They write down their new island code.
  6. Debrief (5 to 10 min). Is the fairest way to give out jobs also the way that gets the most done? What is the difference between a law that is fair and a law that is kind?

Sessions 3 to 5

Each session follows the same routine as Session 2: review the rulebook (5 min), warm-up question (5 min), pass three laws (10 min), play the week (15 min), island meeting and writing (10 min), class debrief (5 to 10 min).

SessionThree laws to passWarm-up questionWatch forDebrief question
3. The Coconut ProblemWhat castaways trade with, who sets prices, and whether there is a shared pileHow many pencils is a soccer ball worth? How would you trade without money?Shell money losing value after the storm. Who gets squeezed by a high price. What happens to Otto when he cannot work. On Day 6, pirates demand half the food, and island money turns out to be worthless to outsiders.What makes something work as money? Is a high price ever a good thing?
4. The Missing FishWho judges, what counts as proof, and what the punishment isHas anyone ever been blamed for something they did not do? How could people have found out the truth?Whether Kenji is punished before the truth comes out, and what the team does about it. Whether the rules apply to the leader.Is it worse to punish someone innocent or to let someone guilty go? Should every wrong get the same punishment?
5. The RaftWhether newcomers are members, whose rules count, and what the island is working towardWhen a new student joins our class, do they follow rules they had no part in making? Is that fair?Whether the island splits into two groups. Whether the team uses what the newcomers know. How many castaways choose to stay at the end.What made castaways want to stay or leave? What is the most important rule on your island?

The ending: a rescue ship arrives in Session 5. Each castaway then decides whether to stay on the island the team built, and the game gives each one's reason. Many of the reasons trace back to a law passed in an earlier week. The number who stay is the real score of the unit, and it makes a strong final discussion: which laws made people want to stay?

Extra class days:

  • Replay and compare. Teams play a session again with different laws on purpose, then compare both runs in a two-column chart.
  • Island convention. Each team proposes one law for a perfect island. The class debates and votes, then discusses who was unhappy with the result and why.
  • Real world match. Where do we see one leader, a vote, and a council at school, in our city, and in Nevada? Where do we see juries, taxes, and newcomers?

Island Jobs and Washed-Up Books (career reading)

On Day 4 of Session 1, a bag of books from the sunken ship washes ashore: lawyer, nurse, EMT, and engineer. Sessions 2, 3, and 4 each add one more: doctor, farmer, and teacher. Each book is four short pages of informational text about what that job really involves. To unlock a job, the team answers three questions with the book closed. One miss sends them back to reread, and the questions change on the next try.

In the Jobs tab, the team then decides which castaway gets each job. This is a real decision about who should hold which responsibility, and teams can change it at any time.

  • When to use it: right when the bag arrives, as a fast-finisher task, or as a short reading block before the next session.
  • Why students care: a castaway with a job wears a new hat and helps the island every week. The engineer rebuilds the huts and saves them in storms, the EMT gets everyone to safety in an emergency, the nurse lifts the castaway who is struggling most, and the lawyer makes the laws fairer.
  • Discussion: How did your team decide who should get each job? What makes someone the right person for a job?
  • Extension: students pick the job that interests them most, research it further, and write what a person in that job would do on their first day on the island.

Culminating Task

Students write an opinion piece: "What are the three most important laws for an island, and why?" They must support each law with evidence from at least two events on their own island and name one cost of each law.

Assessment Methods

Formative: observation during play (gives reasons, listens, refers to evidence); Island Log entries; exit ticket: "One law that helped us, and what it cost."

Summative: the written justification or culminating task, scored with this rubric.

Criteria4 Exceeds3 Meets2 Approaching1 Beginning
ClaimStates the decision clearly and explains what it is meant to fix.States the decision clearly.Decision is unclear or incomplete.No decision stated.
EvidenceUses two or more specific island events and connects each to a law.Uses one specific island event connected to a law.Mentions what happened in general, with no link to a law.No evidence, or only an opinion.
Trade-off thinkingNames what the law helps and what it costs, and explains why the cost is worth it.Names what the law helps and what it costs.Names only a benefit or only a cost.Does not show a trade-off.
TeamworkGives reasons, asks teammates for theirs, and helps the team agree.Gives reasons and listens to teammates.Takes part, but clicks or decides without discussion.Does not take part, or takes over.

Differentiation Strategies

Support:

  • Every game screen has a Listen button that reads the text aloud.
  • Build mixed teams and give the Reader job to a confident reader first.
  • Sentence frames: "We changed ___ because when ___ happened, ___." "We kept ___ because ___." "This law helps ___ but it costs ___."
  • Allow a spoken explanation that a partner or the teacher writes down.
  • Picture vocabulary cards for law, vote, council, trade-off, and evidence.

Extend (depth and complexity):

  • Ethics: Is "Earn Your Share" fair to the healer or the cook? Defend both sides.
  • Multiple perspectives: Retell one event from the view of two different castaways.
  • Patterns over time: Graph the four meters across the seven days and mark where each law showed its effect.
  • Unanswered questions: Design a fourth way to make decisions and predict its trade-offs.
  • Big idea: Use the castaway bars to explain how an island can look healthy on average while some people are struggling.
  • Challenge run: Earn three stars using One Leader.

Discussion Questions

  • Which law surprised you the most? What did you expect to happen?
  • Is fast or fair more important in a storm? What about when sharing food?
  • Who was left out of decisions on your island? How did you know?
  • When is it right to change a rule, and who should get to change it?
  • Where do you see these same choices at school?

Closure

Return to the success criteria. Students show thumbs for each one, then finish this sentence out loud or in writing: "Order on our island was ___ because ___."

Teacher only: the hidden lesson (password)

One lesson in this unit is never explained to students. Type the teacher password to read how it works.