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Pick an adventure, hand out the jobs, and keep the table for twenty minutes.
Getting ready…
Volunteer hours
Kept a real table? Log the time. It adds to the same total as your MentorDojo tutoring, Docent mode and table mode, stays on this device, and prints for a school that asks for service hours.
Counts as: Keeping an adventure (KeeperDojo). Nothing is sent anywhere. The printed sheet lists each session's date and minutes, with a line for the place (you write it in) and a supervisor's signature.
Logged on the teen's own device at sparkanvil.org; nothing was sent anywhere. Please check each row before signing.
A case · you decide
A first table
Odalys — a 16-year-old keeping her first adventure at the library aftercare
The idea in play: The keeper runs the room, not the puzzle: watch the children, give the smallest nudge, and stop while it is still fun..
Odalys has run the lighthouse adventure twice by herself. Today four real seven-year-olds are sitting round the table, and one of them, Benji, has not said a word.
She hands out the jobs. Benji gets the Reader card and stares at it. The Mapper, Rosa, is already pointing at the cliff steps and talking over everyone.
The trade puzzle goes fast. The code puzzle does not: four minutes in, nobody has the first letter, and Rosa has started building a tower out of the job cards.
Odalys can see the answer on her phone. She can also see the clock, and that she is about to lose the table.
The code has stalled and attention is going. What does Odalys do?
The smallest nudge gave the stuck job back to the child who held it. The answer behind the tap is for the keeper, not the table.
Seventeen minutes in, they reach the last door. Rosa wants to play the whole thing again right now. What does Odalys do?
Ending while it is still fun is a decision a keeper makes on purpose. The next table starts from a good memory.
Odalys logs twenty minutes in her volunteer hours. The puzzles were the easy part; keeping the table was the job.