This unit ran July 6 – August 6, 2026 at Collins Middle School, Salem MA. Archived as taught. Not maintained. All 20 days
Day 6 · Week 2 · Field Trip 1

The Real Thing

No screens today. The bell, the coins, John King's shoe. Ten feet from your face.
0

Today we go ashore

all day · both sections · we walk

Two sites, one waterfront. Half the crew starts with the Whydah's treasure. Half starts on a tall ship's deck. At lunch we swap. Every sailor gets both.

Section A morning at Real Pirates Salem, 285 Derby Street. Afternoon at Salem Maritime.
Section B morning at Salem Maritime: the Friendship, Derby Wharf, the Custom House. Afternoon at Real Pirates.
Lunch all together, in the middle of the day. Then the sections trade sites.

Which section are you? You'll hear it at the morning gather. Not sure? Ask. Don't guess.

1

What goes in your pocket

check it before we walk out the door
Your trip sheet one page, both sites. Folded once, in a pocket. It comes home tonight.
A pencil clipboards travel with me. Pencils don't care about salt air. Pens do.
Water it's July. Fill the bottle before we leave.
Lunch we eat between sites, right before the swap.

Stays in port: Chromebooks and folders. No screens today. A screen can't show you the real thing. That's the whole point of walking.

2

Mission one: Real Pirates Salem

your morning or your afternoon · trip sheet + pencil

This museum keeps the real cargo of our story. Objects that sat on the seafloor from 1717 until divers brought them up. Now they sit behind glass on Derby Street, waiting for you.

Warm up: the Artifacts tab →
  1. Run the Real Pirates side of your sheet, case by case. One artifact per question. Look slow. Sketch fast.
  2. Find the bell. That lump of bronze is the reason we know this story is true.
  3. Find the coins. Real pieces of eight. Someone on the crew counted these in the cabin.
THE JOHN KING MINUTE: Stand in front of the John King case. You met him on Day 1: the boy who forced his way onto the crew, eight to eleven years old. In the case: his shoe, his silk stocking, his leg bone. Take one full minute. Quiet. Then write one line on your sheet: what might he say to you?

If the museum's director walks with us, you're hearing the story from the keeper of the ship. Good questions are free. Ask them.

3

Mission two: Salem Maritime

the other half of your day · trip sheet + pencil

Down Derby Street: a real wharf, a tall ship you can board, and the house where cargo got counted. This is a national park. Rangers run it. Their word is law on the deck.

Warm up: the Salem tab →
  1. Board the Friendship if the rangers clear us. She's a full replica of a 1797 trading ship. Eighty years after our ship, but wood, rope, and canvas barely changed. This is the closest your feet will get to Bellamy's world. Sketch her on your sheet: hull, masts, rigging. Rough and honest beats neat and fake.
  2. Walk out Derby Wharf. This wharf fed the same Atlantic machine you drew Monday. Fish and lumber sailed out. Sugar, molasses, and money sailed back. Fish and lumber sailed out. Sugar, molasses, and money sailed back.
  3. The Custom House: officers counted every cargo landed here and took the government's cut. No count, no unloading.
LOG IT: Your Friendship sketch, plus one line on your sheet: something you saw today that a book could not have shown you.
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Scout your person: 4 names

all day · both sites · this one feeds Pitch Day

On July 30 you stand up and claim one person from this world. Then you build your final project AS them. Today is scouting day. Everything you see today belonged to somebody.

  1. At every case and on every deck, ask the question: whose hands touched this?
  2. Collect 4 names on your sheet. Named people count, like John King. Unnamed people count too: "the sailor who rang the bell," "the officer who counted the sugar."
  3. Next to each name, one word: why them.
LOG IT: 4 candidate people before we walk home. Carry the question all day: which person do you want to walk back in AS?
SHEET SWEEP: every line on your sheet, both sides gets an honest try: 5 league points at tomorrow's gather. Best John King line, read aloud to the crew: 3 more.

Stuck on names? Browse the People tab tonight: the People tab.

When we go ashore

the whole day · not optional

Day 1 this crew agreed its Articles. Today we sail them in public. Four calls:

  1. Move as one crew. Nobody walks alone. Anywhere. Ever.
  2. Stay together. You can see an adult. An adult can see you. Always.
  3. Follow the safety call. You hear it: stop, eyes up, listen.
  4. Represent the ship. Museum staff, park rangers, people on Derby Street: today they meet our best.
IF YOU LOSE THE CREW: go to the meet point and plant yourself. At Real Pirates: the front door on Derby Street. At Salem Maritime: the Custom House steps. Stay put. We will come to you.

Keep the crew's trust out there and we go everywhere. That was the deal on Day 1. It still is.

Tonight: log it, then cut to 2

5 minutes at home · your sheets are in your pocket, remember?
CAPTAIN'S LOG, tonight: date it like a sailor: "15 July 2026." You are still your ship's captain. Today you walked a port built for sail. Two or three sentences in the captain's voice: what would YOUR captain make of the Friendship? No engine, no radar, no GPS. Respect, pity, or envy?

Then the tracker. Three minutes, no more:

  1. Put today's 4 scout names next to your top 3 people.
  2. Circle 2. That is your people list now. Two names.
  3. Your top 3 ways to tell it hold for now. They get cut next week.
Your Project HQ →

Pitch Day is Thursday, July 30. Choosing a person is easier once you have stood in front of their things. Today you did.

artifactreplicawharfcurator

artifact = a real object made or used by real people, kept so we can learn from it · replica = a full-size faithful copy of a real ship or thing · wharf = a platform built from shore into the harbor so ships can load and unload · curator = the keeper of a museum's objects and their stories