Activity 01
Simulation Game: The 1920s Consumer Boom
Students are given a 'budget' and a catalog of new 1920s inventions (e.g., Model T, radio, washing machine). They must decide which items to buy on 'credit' and then discuss the risks and rewards of this new way of shopping.
Analyze how new technologies transformed daily life for Canadians.
Facilitation TipFor the simulation, set clear spending limits and unexpected expenses like car repairs or medical bills to show how quickly prosperity could unravel for middle-class families.
What to look forProvide students with three images: one of a family gathered around a radio, one of a busy factory assembly line, and one of a group of Indigenous children at a residential school. Ask them to write one sentence explaining how each image relates to the 'Roaring Twenties' and one question they still have about the experiences depicted.