The Wizard's Guide
The Wizard's Incomplete Guide to the Fifth Dimension
focuses upon current operating procedures for the Whittier Fifth
Dimension. It also includes some helpful tips for playing and
learning with kids. The Wizard wrote it as a resource manual
for Whittier College students, called Wizard's Assistants (WAs),
who play alongside children in the Whittier Fifth Dimension.
It provides a detailed look at Fifth Dimension activity, but
keep in mind that . . .
More information about the Fifth Dimension in general is available at The Virtual Fifth Dimension Clearinghouse and Propagation Center, developed by Dr. William E. Blanton, University of Miami, and Erin C. Kirby, Appalachian State University. The Clearinghouse includes helpful resources for beginning a new Fifth Dimension site, as well as tips for working with children and explanation of the theoretical principles underlying the Fifth Dimension.
The prime directive for all Wizard's Assistants is Help as little as possible -- but as much as necessary for the child to make progress and have fun! The prime directive applies to everything that a Wizard's Assistant does with kids in the Fifth Dimension: finding the kid's folder, obtaining and using adventure cards, keeping the journey log, writing to the Wizard, handling hardware and software, etc. --not just to game play. Figuring out just how much help is necessary in the situation at hand-- as well as when and how to help in that situation-- is what your Fifth Dimension experience is all about. Generally, a Wizard's Assistant's goal should be a partnership in which the child does those parts of an activity that s/he can do pretty well on his/her own, while the Wizard's Assistant assists with the parts that the child can do with a little help. Try to assist in ways that will, with time, enable the child to do more of the activity on his/her own. As noted above, this applies to every aspect of the Fifth Dimension!
Mazes, Consequences, and Creatures
All play in the Fifth Dimension is organized around children's progress through a maze: either the Maze or the SuperMaze. (Both are only models, represented in both 3-D and with maps in the Fifth Dimension room.) Each child has a "creature" with which to mark her or his progress through the mazes.
![]() The Maze |
![]() The SuperMaze! |
Children begin play in the Maze, with its 20 rooms plus "Dare Room." Those who complete the Maze continue play in the SuperMaze, which has 12 rooms and a "Surprise Room." (To complete the Maze, children must play one game in all 21 rooms of this maze, including at least 10 at the expert level. Sometimes kids get a special chance to play temporarily in the SuperMaze. They can count up to FOUR SuperMaze rooms in place of Maze rooms in reaching their 20 room quota!) Additional challenges for children who complete the SuperMaze are described further on.
Tip: Encourage the child to move her/his creature to the Maze or SuperMaze room in which s/he is playing!
A citizen begins his/her journey by entering the Maze through any of four doors from the outside. There are two or three activities (games, etc.) located in each Maze and SuperMaze room. Flags attached to each room show the activities available in it. When a child first enters a room, s/he should select one of the activities in that room. Each game and other activity has an adventure card that describes what the player needs to do in order to complete that activity at one of three levels: beginner, good, expert. The child should get the adventure card for the chosen activity and read the card over to determine which level of play s/he wants to go for.
Tip: Encourage the child to get the card and read it! Help as necessary. Keep suggesting the card if the child initially declines to consult it.
When children complete play on the chosen activity at the beginner, good, or expert level, they move to another room and repeat the process. Which room in the Maze (or SuperMaze) they can go to next is shown on a "Consequences" map of the Maze (or SuperMaze) located on a wall. Completing higher levels of play gives access to more rooms and, thus, to more game choices. Those who play and complete a game at the beginner level have few or no choices about where to go next. Play at the good level opens up more choices of rooms and (thus, more games). Play at the expert level opens up still more room and game choices. Sometimes, completing the expert level results in a Free Pass or a special (but temporary) visit to a SuperMaze room of the kid's choice!)
Tip: Encourage kids to understand the benefits of, and to "go for," higher levels of challenge.
"Transforming" the creature used to mark his or her current location in mazes is one available goal for children in the Fifth Dimension. Children can transform by exiting the Maze through any door different than the one through which they enter. Whittier Fifth Dimension creatures and the significance of each are as follows:
BLOCK: working on their first trip through the Maze. When Blocks exit the Maze by a door that is different than the one through which they entered, they are transformed into Dinos
DINOSAUR: working on their second trip through the Maze. When Dinos exit the Maze by a door that is different than the one through which they last entered, they are transformed into Magic Crystals.
MAGIC CRYSTAL: working on their third (or later) trip through the Maze, in order to complete all maze rooms, one game per room, including 10 (or more) at the expert level. When Magic Crystals complete the latter, they are eligible for the title of Maze Magician. (See below.) After becoming Maze Magicians and entering the SuperMaze, Magic Crystals can transform into Dragons by completing six SuperMaze rooms, including at least three at the expert level.
DRAGONS:
continuing play in the SuperMaze to complete one game per room,
including six at the expert level. Dragons who complete the
latter become eligible for the title of SuperMaze Magician.
(See below.)
Remember: the child's creature does NOT determine level of play.
Children can do an activity, play a game, at ANY level of challenge
--beginner, good, or expert-- on ANY journey through the maze.
They can play on different levels in different rooms on the
same journey though the maze.
Tip: Help children to understand transformation as a goal option!
Sometimes a child gets "stuck" in one area of a maze and has to keep playing the same games over and over. There are two ways out of this bind: (1) Play at a higher level of challenge (good or expert); (2) Use a Free Pass, as described later. If the child doesn't have a Free Pass, encourage her or him to write to the Wizard and explain all the good reasons why s/he deserves to receive one.
In exceptional cases (explained further on), children might play in rooms out of the sequence allowed by the "consequences" map. If they have done this legitimately, they should have a "Room Done Out Of Sequence" form in their envelope -- or , at least, their journey log should show that they did a room out of sequence.
Tip: If you can't understand how a child ended up where s/he is in the Maze or SuperMaze, first check her or his journey log! If there's still confusion, consult a Chief Wizard's Assistant (the coordinator for the day).
Keep in mind that in the Fifth Dimension the "next task" always remains the next task. This means that if a child discontinues play before completing the things s/he must do in the current room, the child (with your help, as needed) must make a note on the journey log describing what the s/he must do when s/he next returns. For example, if the child chooses to leave at the point where his/her next task is to write to the Wizard, be sure the child makes a clear note of this in the journey log.
If a child chooses to leave the Fifth Dimension for any reason, you might want to encourage her or him to stay. Remember, though, that the choice to leave or stay is the child's!
It is never appropriate to allow kids to jump from room to room and game to game without reaching a goal: completing chosen rooms and games within them at one level (beginner, good, expert), as described on the adventure card.
Tips: Help the child understand that s/he must continue where s/he left off whenever s/he returns!
Have the child fill in the journey log completely and accurately whenever the child leaves! Help as necessary, and be sure that your name is in the journey log entry in case questions arise!
The journey log shows what the kid has done and what they have to do now. It should be in the kid's envelope of Fifth Dimension materials.
Be sure that kids get their envelope at the very start of the session. Have them check their latest journey log entries, helping as necessary! (Sometimes the log sheets get out of order. Look for the most recent log page!) Kids sometimes forget -- and sometimes they try to bamboozle you about -- where they are and what they need to do now. However, the general rule is, "If it isn't on the journey log, it doesn't count." If after consulting the journey log you and the child have different views about what the child needs to do, consult with a Chief Wizard's Assistant for advice on how to resolve the problem.
Tip: At the end of each session with a child, always be sure the child fills in the journey log so that it accurately reflects what the child has done and/or still needs to do! Always write your name in the child's journey log entry. This is important if the child needs to clarify what has been completed!
An adventure card accompanies each game in the Maze and SuperMaze. Adventure cards offer goals: they tell what must be done to complete the game (and thus the room it is in) at each play level: beginner, good, expert. The adventure cards do not have complete directions for play-- although they do give important hints and a few directions. All adventure cards are kept in alphabetical order in a file cabinet in the Fifth Dimension room. Maze adventure cards are in one file; SuperMaze adventure cards are in another.
Encourage the child to obtain the adventure card for the chosen game and to read it as they begin an activity -- or at an optimal moment thereafter. You may need to improvise here, since children are anxious to start playing and don't always want to examine the adventure card right away. Keep looking for opportunities to bring the card back into the interaction! (One useful strategy is to ask kids such questions as "What level are you going for, beginner, good, or expert?" "What do you need to do to finish?" or "How are you going to know when you've completed this game?")
All adventure card challenges for the beginner, good, and expert levels involve a writing task: writing a letter to the Wizard about the game, writing hints on how to play the current game for the Hints Book, or writing to kids at another Fifth Dimension. While these writing tasks come after game play, you should help the child keep the writing requirements in mind as she or he is playing the game. Encourage them to make notes for the hints or letter they will need to write later. Looking ahead to writing requirements can help children think about and gain control over their own play strategies. It can also help them remember what to write if they have to do the writing a day or two after they play the game.
What should you do if the game or other activity seems too hard for a particular child? Remember: Help as little as possible-- but as much as necessary for the child to make progress and have fun! Help as necessary --but never take over the game and turn the kid into an observer! Divide the work among the child, you, and other resources so that the child is participating in a meaningful, enjoyable way!
The Wizard & Wizard Correspondence
Many adventure cards require children to write letters to the Wizard when they complete games. They also usually state some minimal content for the letter.
The Wizard often asks questions for children to answer, expresses confusion with unclear points in their writing, and otherwise indirectly provides feedback that can help children lengthen and improve their writing. They can't benefit from this, however, unless you direct them to previous letters!
It is valuable to have citizens write to the Wizard at times in addition to those listed on adventure cards. Examples: if a child needs a game hint, has a question about the meaning of something s/he has read, if a child has a complaint about rules and procedures; if a child raises questions about the Wizard, if a child does something really terrific, etc. -- it is a great opportunity to suggest that they write to the Wizard. Literacy development is an important goal of the Fifth Dimension.
The Wizard can communicate in many languages. Some Whittier children prefer to write to her (it? him?) in Spanish. That's fine. Follow the kid's lead on the language of choice.
Tips: Treat the writing activity as an important opportunity for extending learning, as well as a chance for fun.
Refer the kid to the Wizard's most recent letter as a source of ideas for what to write about --and how to write-- "this time." When necessary, go to the most recent letter from the Wiz and have them read it again!
Encourage dialogue with the Wizard!
Correspondence with the Wizard currently take place through word processed, printed letters -- although the Wizard does dwell most often in cyberspace. Experienced WAs will help you locate where to post letters and find letters from the Wizard that have arrived for your partner. We hope to return soon to corresponding with the Wizard via email -- and to occasional IM live chats with the Wizard, too!
Tips: Try to avoid speaking of the Wizard as "he"! Correct or challenge others who do so! The Wizard has been known to cop attitude when people start speaking as if it/she/he is exclusively male!
Important: Always look for letters to your partner from the Wizard at the beginning of every session!
Other Writing in the Fifth Dimension
Children sometimes do other kinds of writing in the Fifth Dimension in addition to their frequent letters to the Wizard. On occasion, adventure cards ask them to write Hints about games. These are intended for other Fifth Dimension "citizens." They are placed in the Hints Book. Whittier citizens will also sometimes have the chance to write to children at other Fifth Dimension sites. As with other writing, you should treat these occasions for writing as fun! (They are important opportunities to enhance children's thinking and writing. Reading return mail is important, too!)
Tip: Help the kid think about the adventure-card writing task DURING the play of the game, so that the child will be more self-consciously aware of his or her play strategies and (thus) be better prepared for writing.
All children receive one Free Pass in their envelopes when they first come to the Fifth Dimension. (It is a gift from the Wizard!) As children proceed on the journey through the Maze or SuperMaze, they sometimes earn a Free Pass as a special reward for excellent performance or because the Wizard decides that they deserve it.
Using a Free Pass entitles the citizen to go to any room in the particular maze that s/he is playing in. That room becomes the citizen's new location. The citizen must then choose a game in this new room and complete the game and related adventure-card challenges before moving on to a new room. To use a pass, the citizen simply fills it out and gives it to a Chief Wizard's Assistant.
A Free Pass can only be used at a transition point: that is, when it is time to move to a new room. They cannot be used to "bail out" to another room before a game and related tasks are completed in the room they are in.
Temporary Visits to the SuperMaze or Maze
Kids can obtain a temporary trip to the SuperMaze by completing the expert level on an activity in the Maze room where the SuperMaze Transporter (the rocket ship) is currently located. (The Wizard changes the location every Monday!) There are also other ways that kids can temporarily visit and play in a SuperMaze room.
If children enter the SuperMaze temporarily, they (a) can choose one room in the SuperMaze to play in, (b) can stay in the SuperMaze only until they complete the chosen game at the selected play level in that one room, and then (c) must return to the Maze. In returning to the Maze, they must go back to the Maze room in which they last played (when they earned the SuperMaze visit) and follow the consequences map to choose their next Maze room.
Children who have become Maze Magicians and have earned the right to play "permanently" in the SuperMaze can (if they wish) use a Free Pass to return to any room in the regular Maze that they choose and play one of the games in that one room. However, after completing the requirements for that game (as stated on the adventure card), they must immediately return to the SuperMaze room that they left with the Free Pass and continue their journey from that room in the SuperMaze, following the Consequences Map. The game they play in the Maze does not "count" toward transforming in the SuperMaze or toward becoming a SuperMaze Magician.
Playing in a Room Out of Sequence
Sometimes -- and only with permission from a Chief Wizard's Assistant -- kids are permitted to play in a room where they "shouldn't be" -- one they are not entitled to be playing in according to their journey log and the "consequences" map. This is usually permitted when either (a) the CD the kid needs is already being used by others or (b) the child wants to partner with another kid and is willing to join play in the partner's room. In either case, the kid is playing "a room out of sequence."
When this happens, the child should fill out a "Room Out of Sequence" form. The citizen then gives this form to the Chief Wizard's Assistant. When the kid later comes upon the room done out of sequence as part of his/her regular journey, following the "consequences" map, s/he can get the form and "count" the room as having been done already.
Tip: If your partner plays a room out of sequence, be sure that s/he (with any help needed) fills in the journey log to show that s/he got to that room by using a "Room Out of Sequence" form!
When a citizen does a room out of sequence, s/he must resume play next time in his/her previous location: in the room s/he temporarily left to play out of sequence. Although play in a room done out of sequence "counts" as completing a room, the kid does not choose her/his next room from the room done out of sequence.
This room is in the middle of the Maze. Like other rooms, it can only be entered from certain adjacent rooms which list the Dare Room as a consequence (one of the rooms to go to next). It can also be entered by using a Free Pass. If a citizen is looking for adventure and can enter the Dare Room in one of these ways, it may be just the thing to do!
Upon entering the Dare Room, the citizen throws the 20-sided die (available from the Chief Wizard's Assistant). The citizen then chooses an envelope from the Dare Box labeled with the number rolled and follows directions in the envelope. (Each envelope contains directions for a writing, Internet research, web-page design, or video activity.)
Only one roll of the die is permitted per visit to the dare room. Some kids will try to get you to let them re-roll until they get a roll they like. Don't let them! If the child objects, have him/her write to the Wizard.
If you do not know your partner, begin by asking whether s/he has been to the Fifth Dimension before -- and, if so, how recently.
When kids enter the Fifth Dimension for the first time, see that they get an envelope that contains the following: a copy of the Constitution, a journey log, a Free Pass, a "Citizens Of The Fifth Dimension" pamphlet describing all of the "titles" the child can earn (Maze Magician, SuperMaze Magician, etc.) Be sure they also get a blank block to use as a creature. Encourage new citizens to:
Tip: Don't try to explain everything about the Fifth Dimension to the first-time player! Get them into playing a game promptly but without rushing. Review page 2 of the Constitution briefly with them, helping them understand in general what the Fifth Dimension is and how it works.
Help the new player decide which door to enter in the Maze, to choose one of the games to play in that room, and show them how to find the adventure card. Help the child select a level (beginner, good, expert) at which to play that game. ("Beginner" is usually recommended for newcomers, but age matters, too.)
Titles and Goals for Experienced Citizens
The Fifth Dimension offers children a variety of goal options. Among these are becoming a Maze Magician, a SuperMaze Magician, a Mage of All Mazes, or a Young Wizard's Assistant. What citizens need to do in order to achieve these titles is explained below. You can use this as background information; it will help you understand the activity around you. Children may sometimes ask about these titles and how to earn them. To help them answer these questions, information similar to that below is included in children's envelopes on the sheets headed "Citizens of the Fifth Dimension."
Earth Year 2007-08
Greetings!
I, the great and amazing WIZARD, welcome YOU to the Fifth Dimension!
As a Wizard's Assistant, how YOU interact with KIDS makes a HUGE difference in whether KIDS have fun and learn! So for the KIDS' sake . . .
STUDY THE PRINCIPLES IN MY BOOK OF WIZDOM OVER AND OVER THROUGHOUT YOUR STAY IN THE FIFTH DIMENSION!
FOLLOW THEM AS IF THE FUTURE DEPENDED ON IT -- BECAUSE IT DOES!
ASK QUESTIONS FEARLESSLY AND THINK DEEPLY ABOUT EVERYTHING THAT HAPPENS IN THE FIFTH DIMENSION!
Your time in the Fifth Dimension is a rare opportunity. EVERY second counts in shaping KIDS' LIVES -- and YOUR LIFE. MAKE THE MOST OF THE ADVENTURE!
Your guide and friend,
THE WIZARD
The
Prime Directive of Wizdom:
Help as little as possible -- but as much as necessary for your
partner to make progress and have fun!
This applies to ALL Fifth Dimension activity: getting envelopes, finding adventure cards, using adventure cards, filling in journey logs, playing games, writing to ME, the Wizard -- EVERYTHING!
See what the child can do. Then maintain a balance: Give the child space and encouragement to do what s/he can do on her/his own without seriously struggling (unless the child chooses the struggle), while you assist with the parts of the activity that the child can do with a little help. Stay sharp -- adjust the balance as activity unfolds!
The
Second Principle of Wizdom:
Be alert for -- and help to develop -- learning opportunities
throughout the Fifth Dimension.
I, the stupendously amazing WIZARD, set up the Fifth Dimension as a field of learning resources. Kids can learn LOTS different things, all the time, everywhere in the Fifth Dimension! Your goal should be to take advantage of kids' energy for play to help them learn.
In the Fifth Dimension, think about learning in terms that go beyond school subjects (important as they are). Here are just a few of the things kids can learn -- or begin to learn, or learn more about, in the Fifth Dimension:
You can contribute to kids' learning these things by following the prime directive artfully, by asking questions, helping the child connect new experiences with past ones, and by taking advantage of Fifth Dimension community and its resources. (See The Fourth Principle.)
The
Third Principle of Wizdom:
Maintain interaction with children throughout every Fifth Dimension
activity.
The quality of your interaction with children is extremely important in shaping their experience. Besides, kids enjoy (and sometimes badly need) your attention and interest. Your interaction with children can help them see themselves as capable, worthwhile, likable human beings.
Even when kids are doing well with an activity, you can contribute to their learning by asking them questions or encouraging them to teach you or explain to you what they know. When people put things into words, they wrap their minds more firmly around what they know and gain greater control over what they know. They can also discover what they don't know -- which opens up further learning opportunities. You are NOT playing your role as MY assistant if you sit back and coast, zone out, or just cheer kids on! The
Fourth
Principle of Wizdom:
Use the community and its resources at every opportunity.
Use the community and its resources for assistance, guidance, support. No one expects YOU to have all the answers or be all-knowing and all-powerful. If you act as if you are, kids will see it as a weakness to ask questions, make mistakes, or to call upon others. You do not want that!The community includes other Wizard's Assistants, other Fifth Dimension citizens (kids), Me, the amazing Wizard -- and anyone accessible in the club or beyond. Resources include The HINTS BOOKS, the INTERNET, print reference books in the Fifth Dimension and club's Learning Resource Center, maps and posters on the walls, etc. THE HINTS BOOKS are an especially important resource! They help kids' see that kids' writing is put to use, that it serves a real purpose for a real audience. This can encourage their writing -- and it can provide a model for writing better hints.
The
Fifth Principle Of Wizdom:
Talk with kids about Fifth Dimension goal options.
Goals are motivational. Kids come to value goals available in the Fifth Dimension because YOU and other members of the community treat them as desirable and valuable. Kids learn about the goals available when YOU and other members of the community talk about them. So, talk to kids about goals available in the Fifth Dimension at every opportunity. For example . . .
The
Sixth Principle of Wizdom:
Help make writing to Me, the WIZARD, a rich, important experience
for kids.
Be enthusiastic about corresponding with ME! Treat it as important . Your attitude toward writing is likely to affect the children's. During game play, help your partner remember and think about adventure-card writing requirements -- for letters to Me or for HINTS! Suggest or model note taking for the writing to come later. This can help kids think about what they are doing as they play. Before writing, make it a point to have your partner reread my last letter as s/he writes a new one. My letter will ask questions and include other ideas for writing to me.
Oh, by the way, remember what I said earlier: When people put things into words, they wrap their minds more firmly around what they know and gain greater control over what they know. They can also discover what they don't know -- which opens up further learning opportunities. These are the reasons for correspondence and HINTS! The
Seventh
Principle of Wizdom:
Follow the journey log, and help your partner keep the journey
log accurate and up to date.
The "next task" is always next in the Fifth Dimension: Kids should begin play where their journey log shows that they left off last time. (No jumping around in mazes except according to Free Pass and SuperMaze rules! Only coordinators can approve play out of sequence!) Check the child's journey log to see where he or she should begin. What's written there is what counts! Have your partner fill in his or her own journey log whenever s/he completes an activity and always at the end of the session. Follow the Prime Directive as you do so!.
The
Eighth Principle of Wizdom:
Continue studying to improve your Fifth Dimension practice.
I, the amazingly wise and wonderful WIZARD know this to be true: Every moment with a child can make a positive difference in that child's life!
To make every moment count, you must continually study to improve your Fifth Dimension practice and grow as a Wizard's Assistant!