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Details
Game 1. Birth to Burning Bush and Confrontation with Pharaoh Game 2. Red Sea, Bitters waters at Marah, Manna, and Rock of Horeb Game 3.
Toward the Promised Land
GAME
1:
The
story of the Hebrews in Egypt, Moses & Pharaoh, and the Plagues
Brother Deni greets Robin at St. Catherine's Monastery with message
from her grandfather. She views a short film in the Miriam's
Monastery Library, must find the helicopter key, then fly across the Nile to the Land
of Goshen. Following her onboard navigation system, she lands at
Goshen Village and visits her grandfather at the Goshen Dig Site.
In
Goshen she meets her grandfather who tells her the story of
how the Hebrews came to live
in Egypt,
and how they became slaves.
The Dig Site which Robin and her grandfather walk through is a recreation of an
actual archaeological site in
Goshen. It includes an archaeologically-correct Hebrew home which Robin can walk through.
Dabney has several video presentations that Robin must find in the
dig site. She learns about the
birth of Moses. Then an Egyptian soldier appears and
forces Robin to collect straw and take it to the mud pits.
Once
she has completed her Goshen tour, Robin flies her
helicopter to Midian where she encounters God in
the Burning Bush,
just like Moses did. God takes over the teaching here and asks
Robin several questions. The ruins in this area require some
figuring out in order to encounter God. A large marker on the
hill gives her instructions.
At
the end of the burning bush level, Sir Dabney appears to tell
Robin to
fly to
Pharaoh's Palace to learn the story of
Moses' confrontation with
Pharaoh.
Inside the Palace, a Hebrew slave quizzes Robin about the
Plagues on Egypt.
Answering the questions correctly is her only way out. Watch out for guard and frogs!
After escaping from Pharaoh's Palace, Robin flies back to the
Monastery and must climb Masah Tower ("Massah" means "testing"
in Hebrew) to meet
her Grandfather one last time. He has some reflection questions
for her, if she's not too tired.
Game
1 has several video clips in it which help tell the story. They
are courtesy of
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GAME 2: Cross the Red Sea, Journey to Mt. Sinai
Robin's grandfather, Sir Dabney, meets her in the library and tells
her to go find "The Red Sea Room" at St. Catherine's monastery where the monks have
recreated the "The Red Sea Experience"
for pilgrims.
After viewing a special video
about the Red Sea crossing and zapping scorpions with her airblaster,
Robin heads back to Miriam's Library
where the monks have created a
Song of Miriam
MAZE.
It
can only be solved if they play the song tiles in the correct order.
Miriam's song summarizes the joy and the praise
which the Israelites experienced after being rescued.
Solving
the maze opens up a secret passage to the Trail to Marah
through the monastery wall and out into the Sinai Desert. Out in the
desert, Robin learns about the
Israelites constant complaining. Robin
arrives at Marah and meets a complaining and thirsty
Israelite. Robin reads a scripture scroll about how Moses made
the waters sweet, and is instructed to find a branch to do the same.
After finding the branch, Robin offers a
prayer to God and the waters are made sweet. The thirsty Israelite's praises God
--summarizing this part of the story, then both take a dip in the cool
waters.
As night falls, and
Robin must make it to the
Cave of
Manna. It's entrance is hidden
down the trail, but Robin is an
experienced adventurer! Once inside the Cave she meets up with her
friend Brother Deni the Monk. He asks about her journey and what she
has learned. In the morning he teaches her about the miracle
of the Manna and she collects it in a short manna game.
After collecting manna, Robin
gets a message from Dabney to climb the cliff to the helicopter, and fly back to the
monastery where she must climb Masah Tower to find the Staff which Moses.
She'll need it to
strike the Rock of Horeb which the Monastery is
built around. Something special and fun happens at that point
-the bottom of the monastery becomes a huge swimming pool! Robin
jumps in to talk to her grandfather and Brother Deni who are
swimming around with some final thoughts
on the story.
Sir Dabney MacTavish
Chief Archaeologist of the British Royal
Egyptian Museum,
and
Robin's Grandfather and Guide on her Exodus Adventure.
GAME
3: To the Promised Land
Robin zooms over the Sinai wilderness in her helicopter -learning
about the Israelite's
wilderness wandering
on their way to Jericho. This game is a
flying-quiz overview "about the rest of the Exodus story" as it
is found in Leviticus, Numbers and Deuteronomy.
Game 3 introduces these
little known books and their stories. The quiz should get your
students to OPEN THEIR BIBLES to books most don't even know exist. Each question includes a scripture reference which students
need to look up in order to answer the questions.
Each question is narrated, and includes some additional facts and
background about the journey to the Promised Land. Robin and Dabney
also make comments throughout the flight and discuss the journey
atop Mt. Nebo at the end of the game.
Warning:
the helicopter needs refueled in Game 3!
Look
for the green gas cans -or you'll soon find yourself stranded in
the desert. In Game 3
there's also an onboard map system that shows players where they are
in the landscape.
After
finding the final question, Robin must fly and land on
Mt. Nebo overlooking the Promised
Land,
-where she'll meet her grandfather one last time and discuss the
meaning of the journey across the hard wilderness, and
what the
story tells us about our faith lives.
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Teaching Notes:
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Our
design exploits your students' desire to
pay FULL ATTENTION in order to "beat the game".
What they don't know is that the
game can't beat them!
-
Sir Dabney functions as a TEACHER and
GUIDE. Listen to him carefully.
-
The CD's goal is to present an
overview of this very large story.
Content is laid out sequentially,
meaning... you can't jump past the
Burning Bush level to get to The
Plagues. The game is intended to teach
the scope of the story, not to
spend 20 minutes on Baby Moses.
-
The
fun 'game' elements, such as the
spiders, do not thwart progress. You
can't crash the helicopter or "run out
of turns" in Games 1 and 2. (You
can run out of gas in Game 3.)
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Games 1 and 2 each take about 35 to 40 minutes
to complete. The games
contains both scriptures from the story,
background content, and questions for
reflection. Game 3 takes about 20-25
minutes.
-
The length of time it takes a student
to complete their lesson will depend on
their age, what you stop to talk about
during the game, and the degree to which a
helper is present. With younger
children, a helper will help speed up
game play.
-
A SAVE GAME feature allows
students/teachers to return to a spot.
Our Teacher's Guide suggests saving game
locations ahead of time.
Teacher's can decide how much they want
to help students advance by giving them
clues as to how to complete a level. See
the guide for details.
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Most of the game's content is
narrated, however, some items require
reading.
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A complete OUTLINE to the game,
including Teaching Tips is provided at
www.sundaysoftware.com/tips,
as well as several printable handouts
that guide students through the game.
-
Teacher Cheats!
print our condensed
version of the full guide for quick
reference.
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You are looking at an OLDER VERSION of this webpage.
Description and links to teaching resources are
likely out of date.
Go to
http://sundaysoftware.com/site/exodus/
for the latest info and resources for our Exodus CD!
A Few Customer Reviews
Loved the Plagues part - very cool! Also
thought the burning bush section was awesome. Can't wait until we do this again next
year with Moses. I wish we had a video projector in
the church. It would be really neat to give the
congregation a little taste (like the burning
bush)! I hate spiders and was very appreciative
every time Robin agreed with me! What a hoot!
~
Luanne Payne. Hampton United Church, Hampton Ontario
I have enjoyed
presenting Exodus Adventure to my sunday school class.
...the quality videos that are part of the storyline,
and (most helpful) a flow that enforces the teaching
goals. There are many
creative game elements you could be complimented on, but
let me at least compliment you on the helicopter
compass. My children don't know east from north, but it
was easy to navigate, without impinging their freedom,
by matching the picture on the clipboard to the picture
in the compass. It was a very good solution to a problem
that otherwise could have encumbered gameplay.
Can't wait for Jesus in Space CD!
-Tim
Hartley, St Paul MN
Very exciting
software!
-Pam J., Uniting Church, Seaton
Australia,
My daughter
Allison is my tester and she loves the game.
-Polly S.,
Greensboro NC
Whoa, Neil this is
awesome. I'm lost but loving it.
--Children's Pastor Ted, Grace
Church, Denver
Dear Sunday
School Software,
I just want to tell you how much my 5th-6th class loves
this game. My five students and I had been doing a month
long study of the Exodus story, and followed it up with
this game much to their delight. It was such a hit that
we scheduled an extra week with it. The next month when
we started Joseph they asked if we were going to be
using software, and I said "yes, next week."
Next week we had 8 students in
class, and several brothers and sisters
clamouring to get in afterwards! And I had to run
down and borrow the pastor's laptop. When he asked "why"
I told him, "because we've finally figured out how to
improve attendance!" Keep up the good work.
--Emma
Kaczmarek, teacher, Park Bible Church, Chicago
Exodus, Moses, Pharaoh, Bible story software,
Wilderness Journey, software, Sunday School, Christian, computer game, christian
game, homeschool, Marah, Sinai, Christian education, computer curriculum
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