50 Wonderful Word Games
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Author | : Alan Trussell-Cullen |
Publisher | : Scholastic Inc. |
Total Pages | : 76 |
Release | : 1998-04 |
Genre | : Education |
ISBN | : 9780590965590 |
Boost vocabularies, build writing skills, and reinforce essential rules of grammar with this big collection of innovative activities created especially for grades 3-6. Includes step-by-steps for more than 50 super-fun games including Word Ladders, Never-Ending Sentences, Cut-Up Poetry, Spell-Aerobics, Mystery Verbs, Word Chains, Hink Pinks, and so many more. For use with Grades 3-6.
Author | : Scholastic Books |
Publisher | : Scholastic Inc. |
Total Pages | : 84 |
Release | : 1999-05 |
Genre | : Education |
ISBN | : 9780439060653 |
Even reluctant readers love these exciting and entertaining activities that teach grammar rules, expand vocabularies, promote reading comprehension, and much more. A big, creative collection that will surely help boost standardized test scores, this instructor book features 50 motivating reproducibles that reach and teach every learner. Grades: 3-6.
Author | : Judith Harries |
Publisher | : Bloomsbury Publishing |
Total Pages | : 66 |
Release | : 2018-06-28 |
Genre | : Education |
ISBN | : 1472952650 |
The 50 Fantastic Ideas series is packed full of fun, original, skills-based activities for Early Years practitioners to use with children aged 0-5. Each activity features step-by-step guidance, a list of resources, and a detailed explanation of the skills children will learn. Creative, simple, and highly effective, this series is a must-have for every Early Years setting. Circle time stimulates learning in all areas of development – from the improvement of social skills and positive relationships to encouraging children to listen to each other within a caring and respectful environment. Judith Harries brings together creative ideas for circle time where learning can be shared and music and drama can be enjoyed. The book includes circle time activities and games that cover all of the Early Learning Goals through the sharing of thoughts, feelings and experiences. It can also be used across the curriculum, including helping children with literacy and mathematics through phonics and number games. This timeless collection of ideas featuring colourful and fun photography is a fantastic resource with many new activities for circle time, as well as some old favourites.
Author | : |
Publisher | : Weidenfeld & Nicolson |
Total Pages | : 236 |
Release | : 1881 |
Genre | : Games & Activities |
ISBN | : |
Instructions for magic tricks using tools that can be carried in the pocket, such as chewing gum, bottle caps, pencils, keys, and combs.
Author | : Cassell, ltd |
Publisher | : |
Total Pages | : 242 |
Release | : 1882 |
Genre | : Amusements |
ISBN | : |
Author | : Various |
Publisher | : Good Press |
Total Pages | : 330 |
Release | : 2019-11-29 |
Genre | : Games & Activities |
ISBN | : |
Cassell's Book of In-Door Amusements, Card Games, and Fireside Fun is a guide to in-door fun events and card games, explained for a younger audience. It is largely occupied with games and sports which are usually carried on out-of-doors, it will be seen that the present book, which is almost exclusively devoted to indoor games of various kinds, forms a very fitting supplement to the other.
Author | : Charles A. Temple |
Publisher | : Allyn & Bacon |
Total Pages | : 596 |
Release | : 2008 |
Genre | : Education |
ISBN | : |
Written by one of the most dynamic author teams in the field of Reading and Literacy, the second edition ofAll Children Readcontinues to offer K-8 teachers the best practices for nurturing emergent literacy, teaching early literacy concepts, and developing reading and writing inallstudents — those of varying reading levels and abilities, as well as those who are English language learners. The new edition increases its emphasis on the professional aspects of literacy instruction, and also includes significant new coverage of fluency and vocabulary, differentiated instruction (and connections to the SIOP), and the all-important topics of literacy assessment. Central to the text are the six overriding themes--the troubled reader, family/community literacy, technology, writing and reading connections, language diversity, and phonics/phonetic awareness---interwoven throughout, making this book the most contemporary and critical learning aid to come out in the field in years.
Author | : Mary McKenney |
Publisher | : Milestone |
Total Pages | : 146 |
Release | : 1981-12-05 |
Genre | : Games & Activities |
ISBN | : 9780866530538 |
Over 100 pages of reproducible activity sheets. Help your students enrich their vocabulary and understand the power of words with this collection of activities that includes brainstorming, cryptography, puzzles, word searches and more.
Author | : |
Publisher | : |
Total Pages | : 448 |
Release | : 1875 |
Genre | : |
ISBN | : |
Author | : Frank H. Gaertner |
Publisher | : AuthorHouse |
Total Pages | : 346 |
Release | : 2010 |
Genre | : Art |
ISBN | : 1449055001 |
This edition of The Amazing Illustrated Word Game Memory Books (The AIWGMB, Vol. 2, Set 1) introduces readers to the first seven of 21 five-letter-stems that are an essential part of Mentafile(TM), on-the-way, word-game strategy as described in Volume 1, Sets 1 and 2 of The AIWGMB. Amusing, emotionally charged, coded short-stories, illustrations and flash cards of the five-letter-stems that complement the Central Seven and Auxiliary Seven six-letter-stems of Volume 1, act to greatly expand one's photographic-memory and flash-card recall of key seven and eight-letter game-words, i.e., those especially useful in SCRABBLE(R), JUMBLE(R), WORD TOWER, etc. Readers are also invited to play A Game Within the Game where they test their ability to quickly create short stories and sketches from computer-generated, accurately defined, word lists. One never knows where the words will lead, and the five-letter-stems, with their frequently long lists of esoteric, little-used words, can take one's mind to some exceedingly bizarre, surprisingly memorable places. For example, when one adds a second A and another letter to the five-letter-stem REAST, official game-word programs will assign the following interesting list of seven-letter words: ABATERS (reducers of intense occurrences), ABREAST (side by side), CARATES (tropical skin disease), GASTREA (primitive microbe), TEARGAS (tearing gas), KARATES (martial arts), AEROSAT (air-control satellite), ERRATAS (typing errors). To play A Game Within the Game, one uses all of the defined seven-letter words and the game's universal iconic code for the letter "A" (men's ties, ties into something, or ties someone up). When the reader has made their story emotionally charged, used as few extraneous words as possible, and made a rough sketch to illustrate their story, they compare results with the author's for a surprising, fun way to reinforce one's photographic recall. See, for example, page 291.