Time Travel 101

colonial note side for blog 1

New Jersey Colonial paper money side 1, 1759

Friends, teachers, history buffs…lend me your ears! Today, I wanted to share something a little different from our creative story times,community  events, and interviews. It’s related to another fantastic area of my job, Namely, working with special collections.

The Time Travel 101 program is a partnership between between our library and Princeton University’s Program in Teacher Preparation. It’s focused exclusively on the teaching of history using primary sources. The program consists of five different suitcases that contain primary sources teachers can borrow and use in their classrooms. Topics include Medieval manuscripts, New Jersey history, and WWII.

child's gas mask for blog 1

Child’s gas mask and carrying bag, circa 1940

So actual 15th-century illuminated manuscript pages go directly to local classrooms for students to hold, examine, and learn from? YES! And at no cost as well! If you’d like to learn a little more about the program, please see this excellent article by Stephanie Ramírez, Princeton University Library Communications Specialist and Staff Writer.

book of hours for blog 1

Book of Hours page, circa 1425-1450

And while the suitcases can only travel to certain local school districts, blog readers will be delighted to know that digital versions – complete with printable collections materials and curriculum for your classrooms – can be found right here on our library’s website.

trade card montage 1

Various trade cards, late 19th century

Since Time Travel 101 launched a few years ago, we’ve been hearing great things from schools. My favorite is this e-mail, which was sent to us by a local teacher:

I wanted to give you some feedback on the Time Travel 101 suitcase. We LOVED it!!!! I was able to share it with approximately 10 teachers in grades 4-5-6. A teacher thought the suitcase lesson was too advanced for her students, but then the next day a student brought a copy of a summons for his 9th great-grandmother, accused of witchcraft! He said that he had told his parents about the suitcase, and they showed him this family artifact. He brought it to school to show the teacher and the class. I just thought this was a wonderful connection that this student made because of the suitcase lesson!


If you’re interested in some more of our special collections blog posts, you’ll find original Beatrix Potter stuffed animals here, the art of minim here, rebus puzzle cards here, a weird books post here, constellation cards here, some cool book curses here, an article about a different classroom special collections program here, and our awesome Gutenberg print history event here.

You can also jump over to Cotsen’s curatorial blog, which always has something interesting going on!

The Game is Afoot

the game is afoot“Check this out!” Katie said to me one morning, holding up her phone. “My friend just posted this to her Instagram!” It was a board game, based on the book Hatchet, designed by Quinn Densmore, a 5th grader in New Mexico.

First of all, wow. Hatchet is a fantastic book. Second of all, WOW! Quinn’s game board was 3-dimensional! Thirdly, what amazing muse inspired him to create a game version of the book? The answer was Kandice Tomanek, his teacher. Clever Ms. Tomanek invited her class to design board games based on their favorite books. I asked if she would be willing to share a few more creations. The whole class voted for their Top 5, which I am delighted to present to you today, in no particular order.


PETER PAN
Designed by Terra Donahue

peter pan designed by terra donahue

Dice rolls move 4 players around the board. Some squares contains a symbol, others a number. If you land on a marked square, you must pick a card with the matching symbol or number and follow its instructions (be they good or bad). The game ends when a player reaches the “Finish Zone,” but the winner is the person who has collected the most gold balls.

I love the way the game board opens into Mermaid Lagoon and Pirate’s Bay. I love that all the famous Neverland landmarks are there. I love the ring of clouds around the top of the tallest mountain. I love the gorgeous compass. And I especially love the upended mermaid tails in the lagoon!


UPSIDE-DOWN MAGIC: STICKS AND STONES
Designed by Ailey Cassidy-Jones

upside down magic stick and stones designed by ailey cassidy-jonesThe goal of this game is to get rid of as many gems as you can before reaching the finish line (i.e. the “Pennies for Potions” square).  No small feat considering that each player starts with 50 gems! As you travel the board, you can either gain or lose gems depending on the space you land on and the cards you draw.

I’m not familiar with the Upside-Down Magic books, but I can absolutely appreciate that the game players are characters from the books (such cool little wooden boxes for each of them!). I also appreciate the math involved as you navigate the board and acquire and lose gems. That and Kitten Ball in the Gymnasium. I need to know what Kitten Ball is!


THE LANDS BEYOND
Designed by Greta Smith

the lands beyond designed by greta smithBased on The Phantom Tollbooth, players begin at the tollbooth but soon encounter the Doldrums. If you roll a 1,3, or 5, you get stuck on the Doldrums. If you roll a 2,4, or 6 you take another path. The game continues to move forward in this quirky fashion, and also includes directional cards that make you stop or allow you to roll again. Waiting at the finish line, of course, are Princesses Rhyme and Reason.

So, how much do you love that beautiful purple tollbooth? And the innovative take on dice roll navigation? As you get close to the Mountains of Ignorance, you’ll notice that the cards change from “Pick a Card” to “Demon Card” as well. So clever. And did you notice the Mathamagician’s pencil?

I can’t resist sneaking a couple Phantom Tollbooth connections in here. Click here to meet the author, and click here to visit Digitopolis, the city of math.


HATCHET
Designed by Quinn Densmore

hatchet designed by quinn densmoreThe object of this game is to get rescued from the wilderness. As you move around the board, you acquire different cards. If you get a fire card you are immune to 1 hypothermia card.  If you get hit by a disaster, you must do what the card instructs (move back, lose a turn, etc.). If you get a rescue card, you are safe from the next attack card. Collect 5 rescue cards, and you win!

Not only is this board a total work of 3-dimesional art, I think Quinn really captured the uncertainty of Brian’s plight in the game play. Because sometimes Brian was just plain unlucky (plane crash, gut cherries, extremely territorial moose). Also, there’s no finish line. You wind your way back and forth through the wilderness until (hopefully) you are rescued. Very cool.


THE HOBOKEN CHICKEN EMERGENCY
Designed by Rebekah Bagwell

hoboken chicken emergency designed by rebekah bagwellI’ve been a Daniel Pinkwater fan since I was 9, so I was thrilled to see this classic book turned into a game. Players race each other to Hokoben City Hall. Along the way, they must follow the directions on each space (if they land on a blank space, they just wait until their turn comes up again). The winner gets to take home a little Henrietta as a pet!

The details on this game are awesome. The players are characters from the book. Rebekah’s labeled the streets, the stores, and locations. There are nods to Bozo, potatoes, the Hoboken Inquirer, and Dr. Hsu Ting Feng. I tip my hat to you, Miss Bagwell.


Many thanks to Ailey, Greta, Quinn, Rebekah, and Terra for sharing their games, and to Kandice Tomanek for organizing the vote and sending the pictures (and just for being an awesome teacher)!