*** DISCONTINUED (NO LONGER AVAILABLE) ***
Help students make the leap to carryover—practice target sounds under fast-paced conditions while stretching vocabulary, language, and reasoning skills.
One hundred game cards are grouped by sound and skill:
• /r/ rhyming, /r/ compounds, /r/ antonyms, and /r/ synonyms
• /s/ rhyming, /s/ compounds, /s/ antonyms, and /s/ synonyms
• /ch/ rhyming, /ch/ compounds, /ch/ antonyms, and /ch/ synonyms
• /sh/ rhyming, /sh/ compounds, /sh/ antonyms, and /sh/ synonyms
Each double-sided game card has 20 target words or stimuli. The target sounds are in all positions of words. The cards progress in difficulty from high- to low-frequency vocabulary words. Higher-level vocabulary has been included to challenge older players.
Students are challenged to think of answers that meet the designated criteria while the timer is running. For example:
• Rhyming—Think of a word that begins with /r/ and rhymes with deception (reception).
• Compounds—The /s/ sound can be anywhere in the answer word. You will be presented with two words and will need to put them in the correct order to make a compound word (cycle, motor—motorcycle).
• Antonyms—The /ch/ sound can be anywhere in the answer word. Think of a word that means the opposite of immature (mature).
• Synonyms—The /sh/ sound can be anywhere in the answer word. Think of a word that has a similar meaning as amaze (astonish).
Players are divided into two teams: the delivering team and the receiving team. The delivering team inserts a card into the decoder sleeve, announces the skill area and the sound, and starts the timer. The presenter says the first item on the card and the receiving team then names a word that fits the skill and contains the target sound. The delivering team keeps track of the responses by marking them off on the decoder sleeve with a grease pencil.
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