- Games have been directly correlated
to match the sequence of phonics concepts and
the order of the sight words presented in the book Smart
Start in Language Arts by
JoAnne Moore. The games can be used as center activities, home
practice, or as a daily
review of the sight word vocabulary and the phonics taught.
- Print
the games off on a colour printer or have a print shop do so.
Cut out the games,
mount them on card stock, laminate them and cut them out again.
- Games should be introduced after the concepts have been taught
to the class. For example,
the colour lotto game should not be introduced until all the
colour words have
been taught. The purpose of the games is for students to review
and practice the
phonetic concepts and sight words.
Rules for Lotto
Lotto is a matching game. Mix up the cards and place them face down. Spread the
game boards out and give one to each player. Players take turns picking up a
card and
trying to match the card to a square on his/her game board. If the card contains
a letter(
s) the player is to make the sound of the letter(s). If the card contains a word
to decode
the player is to sound it out. If the board contains a word or a letter(s) the
player is
decode the word or make the sound of the letter(s). ONLY THEN, can the player
place
the matching card on his/her game board. If the card doesn’t match any
item on his/her
game board the card is put back with the other cards face down and the next player
takes his/her turn. The first player to cover his/her whole game board with matching
cards wins. Rules for Memory Lotto
The rules for memory lotto are exactly the same with one exception.
When a player
makes a match he/she may take another turn. The player’s turn is over when
he cannot
make a match for his/her game board. If the card does not match, it is turned
face down
and placed back in its original spot. Players try to remember where the cards
that match
their game boards are. Then, when its their turn, they can make matches. The
first
player to cover his/her whole game board with matching cards wins.
Rules for Bingo
There are five variations on Bingo. Top row, middle row, bottom
row, x bingo,
and whole
card bingo (cover all spaces). Each player takes one game card and nine buttons
to use
as markers. Choose one player to be the caller. The caller gets to choose which
type of
Bingo will be played (see choices above). The caller chooses a word from the
caller’s
chart, reads it, and covers it with a button. Players use buttons to cover words
on their
playing cards as they’re read by the caller. The first player to cover
all words for the variation
being played says “Bingo!”. The caller checks the game card with
his chart to make
sure the words chosen match. If they match, that player wins and the game begins
again with a new caller.
Sight Word Bingo Games for
Smart Start in Language Arts |
Phonics Concepts & Lotto
Games
for Smart Start In Language Arts |
Game
Titles:
- Sight Word Bingo (Days 1-14)
- Sight Word Bingo Days 15-28
- Sight Word Bingo Days 29-42
- Sight Word Bingo Days 43-49
- Sight Word Bingo Days 50-60
- Sight Word Bingo Days 61-75
- Sight Word Bingo Days 76-90
- Sight Word Bingo Days 91-99
- Sight Word Bingo Days 100-114
- Sight Word Bingo Days
115-129
- Sight Word Bingo Days 130-140
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Game
Titles:
- Alphabet Memory Game (Days 1 to 33: Matching
- Alphabet
Lotto (Days 1-33: Matching upper
- Colour Lotto (Days
1-9)
- Word Key Colour Lotto (Days 1-9)
- Word Key Lotto (Days
30-46)
- Consonant Blend Lotto (Days 47-61)
- Word Key Lotto (Days
47-61)
- Phonics Concepts Lotto (Days 61-81)
- Phonics Concepts
Lotto (Days 82-96)
- Word Key Lotto (Days 97-115)
- Phonics Concepts Lotto
(Days 116-140)
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