Sách 50 Quick- play reading games - Abigail Hanrahan and Catherine McSweeny

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    50 Quick- play reading games
    Abigail Hanrahan
    Catherine McSweeny


    Table of Contents
    Introduction .5
    How to Use This Book 6
    General Guidelines .6
    Specific Guidelines 7
    Game # Skill Area Game Title
    Phonemic Awareness
    1 Rhyming Road Block 9
    2 Rhyming Sun Block .11
    3 Rhyming Block Party 13
    4 Rhyming Simon Says 1 15
    5 Rhyming Simon Says 2 .17
    6 Substitution Tiptoe through the Tulips .19
    7 Substitution Garden Party .21
    8 Substitution Long to Short Barbershop 23
    9 Substitution Short to Long Salon 26
    10 Substitution Morph Madness 29
    11 Deletion Bury the Bones .32
    12 Blending Slap Shot 1 36
    13 Blending Slap Shot 2 40
    14 Segmentation, Drop it, Chop it, Flip it .43
    Substitution, Deletion
    Decoding
    15 Pattern Recognition Bessie’s Book Barn 46
    16 Pattern Recognition Word Find 49
    17 Pattern Recognition Wild Beasts 52
    18 Pattern Recognition Lock ’Em Up .57
    19 Pattern Recognition Vowel City 62
    20 Prefixes, Roots, Suffixes Play Ball! .66
    21 Syllables Syllable Sort .69
    22 Syllables Syllable Race .75
    23 Decoding Climbing Adventure 77
    24 Decoding Frog Hop 80
    25 Decoding Four Score 85
    26 Decoding Word Bubbles 90
    Automaticity & Fluency
    27 Sight Words Touchdown .94
    28 Sight Words Gumball Machine .101
    29 Sight Words Laundry Leap .103
    30 Sight Words Clear the Table 105
    31 Sight Words Huh? 107
    50 Quick-Play Reading Games 3 Copyright © 2004 LinguiSystems, Inc.
    32 Sight Words Rake it and Read It 111
    33 Sentence Fluency Hot Potato 115
    34 Sentence Fluency Volcano 119
    35 Sentence Fluency Chill Out 123
    36 Reading Fluency Race Against Time .125
    37 Reading Fluency Read Racer .127
    38 Sentence Fluency Syllable Stars .129
    39 Sentence Fluency Syllable Centipedes .131
    Reading Comprehension
    40 Vocabulary: Synonyms SynonymWebs 133
    41 Context Clues Going South .136
    42 Questioning Fact Finding 140
    43 Questioning Climb A Tree 142
    44 Questioning Extra! Extra! .145
    45 Questioning Light the House 147
    46 Predicting Crystal Ball .150
    47 Visualizing Making Movies 152
    48 Main Idea Ducks in a Row 155
    49 Main Idea Read All About It .159
    50 Paraphrasing Buried Treasure 161
    References .165


    Introduction
    How many educators spend countless evenings on the living room floor with oak tag, a ruler,
    and markers designing games and flashcards for their students? Personally, we have the flashcards
    with bent edges to prove it. 50 Quick Play Reading Games is a book of ready-to-use
    reading games and activities at your fingertips. It can be used for children in kindergarten
    through fifth grade. We wanted to provide you with enough games to cover a variety of reading
    skills. The games and activities cover these areas:
    ã 14 games for Phonemic Awareness (rhyming, deletion, substitution, blending)
    ã 12 games for Decoding (short vowels, long vowels, diphthongs, digraphs,
    blends, syllables)
    ã 13 games for Automaticity and Fluency
    ã 11 games for Comprehension
    Most of these games can be played in groups of 2 or more students. In addition, for some of
    the games, we have included a blank game board for you to create a more individualized
    game for your students. We have tried to include examples of reading material for many of
    the games; however, using the material that you are instructing or reading in class whenever
    possible will probably produce the best outcomes.
    Our goal in writing this book is to provide educators with a variety of game types to reinforce
    essential reading skills. These games are designed to be used exactly as printed, or they can
    be modified to more closely meet the needs of your students. Ultimately, you, the educator,
    will decide how best to use the activities and games in this book with your own students. You
    can photocopy the activities, color them, laminate them, and store them for easy use. They
    will make a great addition to your classroom collection of reading games.
    Our hope is that these games and activities will not only motivate and reinforce important
    reading skills, but that you and your students will have fun! Enjoy these 50 Quick Play
    General Guidelines
    1. Quick Play — The title of this book sums it up — these games are designed for easy set up and
    play. Although most of these games will take 10-15 minutes to play, some of the activities will
    be played over a period of time. We assume that you have your own way of deciding who
    will take the first turn, so instructions for deciding that aspect of game play are not included.
    Most games proceed in a turn-taking manner.
    2. Materials for Games — Some of the games and activities require advance preparation or
    assembly of materials. Generally, you will need different-colored game tokens, dice, colored
    pencils/markers/crayons, game chips, and a timer (or a watch with a second hand).
    3. Variations — Some of the games and activities include pages of words, sentences, and brief
    paragraphs on cards that can be transferred to heavier paper stock and cut apart ahead of
    time. If you want to jump right into a game, you can read the stimuli (or have the students read
    the stimuli) from the page instead of taking the time to cut out the cards.
    4. Instructor’s Role — Many of the games require the instructor’s participation. Be mindful of this
    when choosing games for independent student play. Again, every game can be modified to
    fit the needs of not only your students but also of your classroom.
    5. Customizing — You can use many of the game boards in this book with other stimuli. You can
    also customize the games and activities by mixing and matching items from different games in
    different reading areas. Use the game components in a way that best suits your instructional
    needs.
    6. Game Stimuli — We have provided enough stimuli in each game to play a couple of games
    with 2-3 players. The games can be extended through the creation or addition of specific
    words, patterns, sentences, paragraphs, etc., that you are using in your instruction. For some
    of the games, sample responses are provided when it seemed necessary, but for many of the
    games, the instructor or other players determine correct responses.


    How to Use this Book
    Specific Guidelines for Each Section
    The games in this book cover 4 basic areas of reading instruction:
    Games 1-14: Phonemic Awareness
    These activities and games are foundational activities for acquiring reading skills. The skills
    addressed include rhyming, substituting, segmenting, deleting, discriminating, and blending sounds.
    You can customize the games by substituting your own cards and cues. Also, you can extend the
    value of the games by requiring players to spell or write their responses. Many suggested extensions
    for game play are included in the Optional Play section of the instructions.
    Games 15-26: Decoding
    These games reinforce basic decoding skills as well as strategies for reading multisyllabic words.
    Many of the games target specific word patterns and families (i.e., /oo/, soft g and c, vowel combinations,
    diphthongs). You may want to adapt each game so that it reinforces the specific patterns that
    your students are working on. See the References list on page 165 for some resources on word lists.
    Games 27-39: Automaticity and Fluency
    In order for students to understand what they read, they need to be able to recognize words automatically
    and read text fluently. Automaticity means not needing to devote attention to the task of
    decoding words while reading (Johns and Lenski, 1997). Fluency means fast, expressive reading
    (Cunningham, 2000). These games and activities offer a variety of ways to keep the necessary
    drill and practice fun and motivating. Again, we have provided word lists and lists of sentences for
    you to use in some of the games and activities; however, for those activities that require reading
    paragraphs and passages, we thought it would be best for instructors to use reading material that
    is at the appropriate reading level for their students. See page 165 for suggested resources.
    Games 40-50: Reading Comprehension
    While we have provided some stimuli for many of the games and activities in this book, these
    games were designed to be used with material selected by the instructor. The activities are applicable
    to both narrative and expository text and will be useful for students who are beginning to
    read for meaning, as well as those who are fluent readers. The instructor will need to decide
    whether to begin at a word, sentence, paragraph, page, or chapter level.
    These games and activities address many skill areas, including asking questions, identifying the
    main idea, visualizing, paraphrasing, vocabulary, using context clues, and higher level comprehension
    skills. The higher level comprehension skills that are targeted are:
    ã Summarize —- Students use their own words to tell about their reading.
    ã Infer — Students will use previous information from what they have read to draw conclusions
    about the events in a story, the characters, etc.
    ã Detail — Students will supply specific facts or information about the characters, setting,
    plot, or events in the text.
    50 Quick-Play Reading Games 7 Copyright © 2004 LinguiSystems, Inc.
    ã Predict — Students will use the information in the reading to make an educated guess
    about what will happen next.
    ã Opinion — Students will share a belief or view of a specific event or character in the
    reading.
    Some of the games are intended to be used over a period of time. To maintain the “quick play”
    feeling of the activity, you can set a short time limit for the activity for each class period so the game
    can be completed over time. You will find that the games in this section can be used before, during,
    or after reading.
     

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