One way is to use a figure from history. For instance, a silhouette of a knight. To make it more relevant to books, put a small open book in the knight's hand. The knight gives the historical feel and the book shows it's about literature, specifically historical fiction.
A quill pen could be a great app symbol for historical fiction books. It represents the old - fashioned way of writing, which is very much associated with historical times when many of these stories were set or written.
It can use elements that are iconic in sci - fi. For example, using a silhouette of a spaceship or an alien. These are instantly recognizable as being related to science fiction and can quickly convey to the user what kind of books the app offers.
Use bright colors. For example, a deep purple which is often associated with mystery, a common genre in fiction. It can make the symbol stand out and catch the user's eye.
Maybe a robotic eye. In many science fiction stories, there are advanced robots or artificial intelligence. The robotic eye can represent the high - tech and futuristic elements of science fiction, and it also has a bit of mystery to it, as if it's observing from a different perspective.
Often, ancient buildings or structures are symbols in historical fiction. They give a sense of the setting and the passage of time. For example, castles or temples can add authenticity to the story.
You can make the lesson plans engaging by incorporating multimedia. For example, if the fiction book has a movie adaptation, show clips from the movie and compare them to the book. This works well for books like 'Harry Potter'. Another way is to have a book club - style discussion. Divide the students into small groups and let them talk about their favorite parts of the book, characters they like or dislike, etc. For an individual activity, ask students to create a book cover for the fiction book as they imagine it, with a new title if they want. This allows for creativity and a deeper connection to the book.
They can show new possibilities. For example, a design fiction book might depict a future city with unique transportation systems. Designers can get inspired by these ideas and start thinking about how to make them real or adapt them to current situations.
To design a unit on historical fiction backward, first consider the desired outcomes. For instance, if the outcome is for students to be able to compare different historical fictions from different cultures. Then, figure out what steps are needed to reach that. They'll need to read a diverse range of historical fictions. So, you can start by curating a list of such books. They also need to be able to analyze cultural elements. You can plan activities where they research the cultural backgrounds of the historical fictions they read. This way, you can design the unit by working from the end - result backwards.
Game design books in fiction can provide inspiration. For example, the unique settings in fictional game - related books can spark new ideas for game levels or environments. They can also offer different perspectives on how players might interact with a game world, just like how characters in the books interact with their fictional game worlds.
To design effective activities for historical fiction, start with simple comprehension tasks like quizzes on the basic plot and characters. This ensures students have a good grasp of the story. Then, move on to more in - depth activities such as analyzing the author's use of historical details. You can also encourage students to compare different historical fictions set in the same period to see how different authors approach the same historical context.