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History · Grades 5–6 and 7–8

What happened next?

What happened next?

Coming after is not the same as caused by, checked card by card.

Your child sorts the cards of what came after a real event: what it caused and what only came later, how soon each change came, and what stayed the same. If a card is in the wrong pile, the game says which one to look at.

  • Grades 5–6 and 7–8
  • 15 min
  • Nothing to prepare
  • On the screen

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Is it a good fit?

  • Ready if Your child can read a short card and say when it happened.
  • Too much today? Start with Before the headline: what came before an event and caused it, before what came after.
  • Too easy? The Grade 7–8 level: soon, in a lifetime or long after, what the makers meant and what nobody planned, and who gained and who lost.

What your child practises

  • Consequences
  • Soon and long after
  • Meant and not meant
  • What stayed the same
Listen for
“It came after, but it didn't happen because of it.”

If your child says something like this, in their own words, the idea has landed. Finishing the rounds means they took part; this is the learning.

Your part

  • Nothing for the game itself
  • Each question has a Read it to me button

Take it off the screen (optional)

Ask a grown-up what changed when something new came into their life, a phone or the internet, and what stayed the same.

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The full design

What it is

Something coming after an event does not mean the event caused it. Your child takes one real event (the printing press, the first railway between two cities, or the telephone) and the cards of what came after it, and sorts what happened because of it from what only came later. Then how soon each change came, and what stayed the same. It is the other half of Before the headline, which asks what came before.

How it goes

The event sits at the top with its picture and its date. Under it, each card says what happened and when, and names the record it was written from. Your child chooses a pile for every card (because of it, or only after it) and checks. A card in the right pile says "fits"; one that is not says "look again", and the Pet says which to look at and why. Some rounds are a question with chips to pick from. Four rounds make a game.

The Pet

It asks the test ("would it happen without it?"). At 5–6 it makes a claim of its own ("the press made Leonardo paint the Mona Lisa") for your child to check against the cards. Its dare at the top is a real one: ask a grown-up what changed when something new came into their life, and what stayed the same.

By band

5–6: because of it or only after; soon after or later; a claim from the Pet that the thing that only came after was caused by the event, checked; and what stayed the same. 7–8: the same sort with more cards; soon, in a lifetime or long after; what the makers meant and what nobody planned; and who gained, who lost, and who is on no card at all.

What it grows

Cause and consequence is one of the ideas that make history a way of thinking; its second half is what an event set going, soon and long after, meant and not, and what it did not change. No arrow stands on "it came after", and the game never says what would have happened otherwise.

Done, and what counts as evidence

Done means the four rounds of one event answered right. "Told a consequence from something that only came after" is an observation you may keep.

What's personal

Nothing: the events are real and the cards are ours, written after the public record each names. No family facts are used.

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