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Early Years / Home Play Paths / Small World Makers / Weeks 01 02 / Cards

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02 · A visitor with a jobEarly years home play · W1–2 · Play card

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About ten minutes if useful. Pause, repeat, change or finish anytime.

Say this, or use your own words

What could our pretend visitor do here?

More words, only if useful: Our pretend place can have a visitor. What could it do there? Maybe it carries a message, looks after a garden, or simply rests. You can invent it with one shape or tell me about it. It does not need a face or a name.

Ready in a moment

Use an earlier place only if it is really available and wanted; otherwise name or draw a new one now. Optional broad visitor drawings are suggestions, not child creations.

A loose play path

  1. 0–2 minutes: Invite a fresh visitor. Ask ‘What is it here to do?’ Accept resting, looking or no assigned job. Avoid questions about the child's own family or work.
  2. 2–5 minutes: Make or describe one character feature that helps the chosen idea. An imaginary mail carrier might have a broad message pocket; a resting visitor may need no added feature.
  3. 5–8 minutes: Play one short arrival or action. ‘The message is here. Where shall it go?’ Let the child make the next move, including changing the job or making a second character.
  4. 8–10 minutes: Ask what should stay. The visitor can remain unnamed; do not turn the play into a written description task.

Choose the useful route

Two ideas to borrow or change

Notice, then choose the next move

Notice a child-owned link between visitor, action and purpose. A character label supplied by an adult alone is not that link.

Later, with or without this session: Offer a new job for a new or remembered visitor. If the earlier story is gone, make a fresh one with one short choice.

More play, only if wanted: Play a visit where the visitor politely asks before entering. Either character can say no; nobody has to perform for an audience.

Optional aid: A visitor, or my own idea · exact text alternative

Adult intention: Link an invented character's action to its own purpose.

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