Moon Madness. Number of players: 2 to 4. Materials: Directions:
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1 10 Moon Madness Number of players: 2 to 4 Materials: game board 1 Moon Madness sheet for each player 1 pencil for each player 1 marker for each player (coins, buttons, etc.) spinner Directions: 1. Print one copy of the Moon Madness sheet for each player. Decide which player goes first. 2. The first player spins and moves the number of spaces indicated on the spinner. The player reads the word on the space where he or she lands and writes the word in the first column on the Moon Madness sheet. Then the player adds -ed to the base word and writes the new word in the second column on the Moon Madness sheet. If players need more room to write, use a separate sheet of paper. 3. If the player writes the word incorrectly, he or she moves back to his or her previous space. 4. Players take turns moving through the game board and writing words. The first player who reaches Finish wins. S&A Sort 10: Adding -ed to Words With VC, VCe, VVC, and VCC Patterns 1
2 close wait save plan Start seem grab want climb clean tame clip call
3 help nod like hunt stir wave step hop Finish live pass shout name drop S&A Sort 10: Adding -ed to Words With VC, VCe, VVC, and VCC Patterns 3
4 Moon Madness Game Word Word With -ed S&A Sort 10: Adding -ed to Words With VC, VCe, VVC, and VCC Patterns 4
5 1 2 3 S&A Sort 10: Adding -ed to Words With VC, VCe, VVC, and VCC Patterns 5
6 11 Dinosaur Trail Number of players: 2 to 4 Materials: game board 1 Dinosaur Trail sheet for each player 1 pencil for each player 1 marker for each player (coins, buttons, etc.) spinner Directions: 1. Print one copy of the Dinosaur Trail sheet for each player. 2. Decide which player goes first. The first player spins and moves the number of spaces indicated on the spinner. The player reads the word on the space where he or she lands, tells whether the word is in the present or past tense, and writes the word in the first column of his or her Dinosaur Trail sheet. Then the player adds a fossil by writing the past tense (if the word is in present tense) or present tense (if the word is in past tense) of the word on the game board. 3. If the player incorrectly identifies the tense of the word, or identifies the tense correctly but does not correctly write the past or present tense of the word, he or she moves back to his or her previous space. 4. Players take turns moving through the game board. The first player who reaches Finish wins. S&A Sort 11: Unusual Past-Tense Words 1
7 keep drew shine swept knew bled drive sleep freeze slide threw
8 shore slid sweep bleed froze drove know draw throw kept slept S&A Sort 11: Unusual Past-Tense Words 3
9 Dinosaur Trail Game Word Word in Past or Present Tense S&A Sort 11: Unusual Past-Tense Words 4
10 1 2 3 S&A Sort 11: Unusual Past-Tense Words 5
11 12 Unlikely Friends Number of players: 2 to 4 Materials: game board 48 playing cards 1 marker for each player (coins, buttons, etc.) spinner Directions: 1. Print two copies of pages 4 and 5 so there is a total of forty-eight cards for the game. Shuffle the playing cards, and place them facedown in a stack next to the game board. Decide which player goes first. 2. The player to the right of the first player draws a card and reads the word aloud. The first player spells the word and indicates where the break between syllables is located. The player who read the word displays it to show whether or not the player spelled and divided the word correctly. 3. If the first player spells and divides the word into syllables correctly, he or she spins and moves the number of spaces shown on the spinner. If the player misspells the word or divides the word incorrectly, the player cannot move and play passes to the next player. 4. Players take turns drawing cards, spelling the word, dividing the word into syllables, and moving their marker. 5. The first player to reach Finish is the winner. S&A Sort 12: Syllable Juncture in VCV and VCCV Patterns 1
12 Go ahead 2 spaces
13 Go back 3 spaces Lose a turn S&A Sort 12: Syllable Juncture in VCV and VCCV Patterns 3
14 dinner din/ner pretty pret/ty diner di/ner tiger ti/ger penny pen/ny later la/ter paper pa/per puppy pup/py rabbit rab/bit even e/ven over o/ver kitten kit/ten S&A Sort 12: Syllable Juncture in VCV and VCCV Patterns 4
15 hello hel/lo ruler ru/ler lesson les/son supper sup/per crazy cra/zy summer sum/mer open o/pen happy hap/py super su/per tiny ti/ny skater ska/ter dizzy diz/zy S&A Sort 12: Syllable Juncture in VCV and VCCV Patterns 5
16 1 2 3 S&A Sort 12: Syllable Juncture in VCV and VCCV Patterns 6
17 13 Who Has a Pair? Number of players: 2 to 4 Materials: 48 playing cards Directions: 1. Print two copies of pages 2 and 3 so there is a total of forty-eight cards for the game. 2. Shuffle the playing cards, and stack them facedown. Players each draw five cards and look through their cards for pairs of words with the same syllable juncture pattern. For example, follow/matter would be a pair, but winter/female would not. For each pair a player can lay down, he or she draws two cards to replace the pair. 3. Players decide who goes first. The first player calls out a word from his or her remaining cards and places the card faceup. The player chooses another player and asks if that player has a word with the same syllable juncture pattern. If the second player has a word with that pattern, he or she gives the card to the first player, and the first player lays down the pair. 4. If the second player does not have a matching card, the first player draws a card from the pile. If the player draws a card with a syllable juncture pattern that matches a card in his or her hand, he or she lays down the pair. 5. Play continues in turns. If a player uses all the cards in his or her hand, the player must draw a card. The player who has the most pairs when the draw pile is used up is the winner. Sort 13: More Syllable Junctures in VCV and VCCV Patterns 1
18 winter matter female follow problem final number butter finger fever yellow sister Sort 13: More Syllable Junctures in VCV and VCCV Patterns 2
19 pattern member bottom chapter moment pillow blanket silent happen basket student window Sort 13: More Syllable Junctures in VCV and VCCV Patterns 3
20 1 Take a Card Number of pla yers: 5 Materials: 36 cards pencil and paper for the recorder Directions: 1. Designate a leader, Player A and Player B of Team 1, and Player A and Player B of Team The leader mixes the cards. 3. Player A from Team 1 begins by taking a card from the leader. Player says the word and tells how to divide the word into syllables. If correct, Player A keeps the card. If incorrect, the card is given back to the leader. 4. Player A of Team 2 repeats the procedure. Teams alternate turns. 5. After all the cards are taken, the team with the most cards wins the game. S&A Sort 14: Open and Closed Syllables in VCV Patterns 1
21 meter metal motor finish final radar radish lemon visit music vital human S&A Sort 14: Open and Closed Syllables in VCV Patterns 2
22 salad shadow tiger major even rival magic river bacon basic pilot robot S&A Sort 14: Open and Closed Syllables in VCV Patterns 3
23 robin laser canon solar solid crisis critic minor limit model mobile clinic S&A Sort 14: Open and Closed Syllables in VCV Patterns 4
24 15 Slap Jack Number of pla yers: 2 Materials: 48 game cards Directions: 1. Print two copies of pages 2 and 3 so there is a total of forty-eight cards for the game. 2. Shuffle the cards, and deal twenty-four to each player. Players keep their cards facedown in a pile in front of them. 3. Each player turns a card faceup in a common pile at the same time. When two words with the same pattern of syllable junctures (-V/CV- long, -VC/V- short, or -VVCV- long) are turned up together, the first player to slap them takes all of the cards in the common pile and adds them to the bottom of his or her pile. 4. Turning cards and slapping must be done with the same hand. 5. A player who slaps the common pile when the syllable juncture pattern of the two cards is not the same must give both cards to the other player. 6. Play continues until one player has all of the cards. If time runs out before one player has all the cards, the player with the most cards wins. S&A Sort 15: Syllable Juncture in VCV and VVCV Patterns 1
25 river trainer pilot never frozen planet peanut student leader finish humor seven S&A Sort 15: Syllable Juncture in VCV and VVCV Patterns 2
26 lazy present sneaker second easy minute music lemon human wagon reason bacon S&A Sort 15: Syllable Juncture in VCV and VVCV Patterns 3
27 16 Syllable Pattern Spin Number of players: 2 or 3 Materials: 48 playing cards spinner Directions: 1. Print two copies of pages 2 and 3 so there is a total of forty-eight cards for the game. 2. Shuffle the playing cards, and stack them facedown. Each player draws eight cards from the deck. Players place their cards faceup in front of them in two rows of four cards. Players decide who goes first. 3. The first player spins and names the syllable juncture pattern indicated on the spinner. The player looks at his or her cards to find words that contain the same syllable juncture pattern. As the player finds words, he or she says the words aloud, removes the cards from the rows, and places them in a point pile. The same player draws enough cards to fill the empty spaces in his or her rows of cards before the next player spins. 4. Play continues until a player has removed all of his or her playing cards from the game card and there are no more cards to be drawn as replacements. 5. Players count one point for each card they have in their point pile. The winner is the player with the most points. S&A Sort 16: Syllable Juncture in VCCCV and VV Patterns 1
28 poet complete kingdom riot pumpkin area monster halfway kitchen trial English cruel S&A Sort 16: Syllable Juncture in VCCCV and VV Patterns 2
29 mushroom control lion hundred diet inspect video children athlete pilgrim create bottle S&A Sort 16: Syllable Juncture in VCCCV and VV Patterns 3
30 -VCC/CV- -VV- -VC/CCV- S&A Sort 16: Syllable Juncture in VCCCV and VV Patterns 4
31 17 Crazy Eights Number of players: 2 to 4 Materials: 72 playing cards Directions: 1. Print two copies of pages 2 4 so there is a total of seventy-two cards for the game. 2. Shuffle the playing cards, and stack them facedown. Each player draws eight cards. 3. Turn over the top card on the deck and place it faceup next to the deck. This card becomes the guide word and begins a discard pile. 4. The first player places a card that matches the inflecting ending pattern (inflected ending added by doubling, e-drop, or no change) of the guide word onto the discard pile. 5. Players may lay down a Crazy Eight card to change the inflected ending pattern of the guide word. Play then continues as above, with players laying down cards that follow the new inflected ending pattern. 6. If a player does not have a match, he or she must draw from the draw pile until a match or a Crazy Eight card is found. 7. If all of the cards from the draw pile are used, save the top card from the discard pile and shuffle the rest of the cards in the pile. Then place the cards facedown to make a new draw pile. 8. The first player to run out of cards wins the game. S&A Sort 17: Open and Closed Syllables and Inflected Endings 1
32 plotting meeting quoted waited faded spelling writing nodded shouting acted floated skated S&A Sort 17: Open and Closed Syllables and Inflected Endings 2
33 wanted saving standing needed hunted taking getting using leaking hoping hopping cleaning S&A Sort 17: Open and Closed Syllables and Inflected Endings 3
34 Crazy Eight Crazy Eight Crazy Eight Crazy Eight shaking scolded groaning voted shocking speeding sliding flipped S&A Sort 17: Open and Closed Syllables and Inflected Endings 4
35 18 Catching Fireflies Number of players: 2 to 4 Materials: game board 1 Catching Fireflies sheet for each player 1 pencil for each player 1 marker for each player (coins, buttons, etc.) spinner Directions: 1. Print one copy of the Catching Fireflies sheet for each player. 2. Decide which player goes first. The first player spins and moves the number of spaces indicated on the spinner. The player reads the word on the space where he or she lands and writes the word in the first column on the Catching Fireflies sheet. Then the player catches fireflies by writing the plural form of the word on the game board in the second column on the sheet. If players need more room to write, use a second sheet of paper. 3. If the player writes the plural incorrectly, he or she moves back to his or her previous space. 4. Players take turns moving through the game board and catching fireflies. The first player who reaches Finish wins. S&A Sort 18: Plural Endings: Final -y 1
36 Start baby monkey boy donkey alley party valley tray lady firefly
37 Finish candy journey toy family city berry story pony duty play S&A Sort 18: Plural Endings: Final -y 3
38 Catching Fireflies Game Word Plural Form S&A Sort 18: Plural Endings: Final -y 4
39 1 2 3 S&A Sort 18: Plural Endings: Final -y 5
40 19 One Card! Number of players: 3 to 4 Materials: 60 playing cards Directions: 1. Print two copies of pages 2 and 3 and one copy of page 4, so there are sixty cards in the deck. Shuffle the playing cards, and stack them facedown. Have each player draw five cards from the deck, and then turn the top card of the deck faceup. Players decide who goes first. 2. The first player discards a card that has the same inflected ending as the card that is faceup. For example, if the top card shows the word replying, the player can discard crying, copying, hurrying, and so on. A player can also choose to discard a Skip or Draw 2 card containing the same inflected ending. If the player discards a Skip card, the next player must skip a turn. If the player discards a Draw 2 card, the next player must pick two cards from the pile and may not discard. 3. A Wild card may be used to change the inflected ending being discarded. For example, a player using a Wild card instead of a card that matches replying might say, Replied. Then players must discard cards with words that contain the same inflected ending as replied. 4. A player who does not have the correct inflected ending in his or her hand must draw from the pile. Unless it is a Draw 2 situation, the player may discard if the card drawn follows the pattern. 5. As players take turns, they attempt to discard all their cards. If a player has two cards left and is discarding one of them, he or she must call out, One card! If the player forgets, another player can tell him or her to draw another card. 6. The first player who runs out of cards wins the game. S&A Sort 19: Adding Inflected Endings -s, -ed, and -ing to Words With Final -y 1
41 replied copying enjoys hurrying stayed studies carries copied replying studied staying enjoyed S&A Sort 19: Adding Inflected Endings -s, -ed, and -ing to Words With Final -y 2
42 carrying hurried replies copies enjoying carried crying cries cried Wild Wild Wild S&A Sort 19: Adding Inflected Endings -s, -ed, and -ing to Words With Final -y 3
43 Skip -s Skip -ed Skip -s Skip -ed Skip -ing Draw 2 -s Draw 2 -s Draw 2 -ed Draw 2 -ing Draw 2 -ed Draw 2 -ing Skip -ing S&A Sort 19: Adding Inflected Endings -s, -ed, and -ing to Words With Final -y 4
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