GETTING TO KNOW YOUR BOOK! ............................4 HEROES ..............................................................................6 HOW TO PLAY THE GAME ...........................................8 WELCOME ....................................................................... 10
1
THROUGH THE WINDOW .......................... 12
5
ARTS AND CRAFTS .....52
2
I’M READY ...................... 20
6
MOVE YOUR BODY ..60
REVIEW 1 AND 2............. 28
REVIEW 5 AND 6 ............ 68
BE A MAKER ..................... 30
BE A MAKER ..................... 70
3
PETS ......................................32
7
FUN AND GAMES ........72
4
I’M HUNGRY! .................40
8
HAPPY BIRTHDAY ......80
REVIEW 3 AND 4 ............ 48
REVIEW 7 AND 8 ............ 88
BE A MAKER ..................... 50
BE A MAKER .....................90
PICTIONARY ...................................................................92 CLASSROOM LANGUAGE.........................................104 SONGS............................................................................108 WORKBOOK .................................................................. 113 PRESS-OUTS................................................................. 129 STICKERS ....................................................................... 146
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! K O O B YOUR LL U WI T O Y B O OK O E S T H A S I H HER P YOU IN T T H G EI EL FIND ING TO H O TOO! O R A RE G O M E A H E EC TO B EVERY UNIT IS AN INVITATION TO BEGIN A NEW ADVENTURE.
LANGUAGE T E IMPORTAN M O S E R A E HE R Y H E RO S THAT EVER N IO S S E R P X E NOW. N E ED S T O K
TR AIN A YOU MUST ME A O LOT TO BEC . O G O OD HE R
4
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EVEN HEROES DESERVE A TIME JUST FOR FUN. YOU CAN REVIEW ALL THE CONTENTS IN A VERY FUN WAY.
BE
A
CE HAN R C R E YOU A BE T T E S I V S T H I M AK E A ND SA . TO RL D NE T A O L W HE P T
TO BECOME A HERO, IT IS IMPORTANT TO BE GOOD WITH WORDS. HERE IS YO UR CHANCE TO PRACTICE.
STICKERS AND
PRESS OUTS
A L L HE R LOVE S OES O WHAT I NGS. S YOUR FAVORI TE S ON G?
HERE IS YOUR EQUIPMENT TO THIS JOURNEY.
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PRESS-OUTS PRESS-OUTS
STRENGTH
ARMADILLO BOY
SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY ECO-POWER
boy boy
2
BLACK CAT
boy STRENGTH boy
SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY ECO-POWER
GRAY RABBIT LADY
oy b y d a l oy ady bSTRENGTH lSTRENGTH
ladyoy b lady oy bSTRENGTH STRENGTH
SMARTS SMARTS STRENGTH STRENGTH AGILITY AGILITY SMARTS SMARTS SUPERPOWER SUPERPOWER AGILITY AGILITY EMPATHY EMPATHY SUPERPOWER SUPERPOWER ECO-POWER ECO-POWER EMPATHY EMPATHY
SMARTSSMARTS STRENGTH STRENGTH AGILITY AGILITY SMARTSSMARTS SUPERPOWER SUPERPOWER AGILITYAGILITY EMPATHYEMPATHY SUPERPOWER SUPERPOWER ECO-POWER ECO-POWER EMPATHY EMPATHY
ECO-POWER ECO-POWER
ECO-POWER ECO-POWER
6
HAMSTER LADY
129 129
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ECO-POWER
boy
boy
ECO-POWER
STRENGTH
STRENGTH
SMARTS
SMARTS
AGILITY
AGILITY
SUPERPOWER
SUPERPOWER
EMPATHY
EMPATHY
ECO-POWER
ECO-POWER
boy
STRENGTH SMARTS
y ladAGILITY SUPERPOWER dy STRENGTH laEMPATHY SMARTSoy ECO-POWER b STRENGTH
AGILITY SMARTS STRENGTH SUPERPOWER AGILITY EMPATHY SMARTS SUPERPOWER AGILITY ECO-POWER EMPATHY SUPERPOWER D3_4072_ING_F1_LA_V2_CTO_129a144.indd 129 ECO-POWER EMPATHY
DOG BOY
ECO-POWER TURTLE GIRL
boy
FROG BOY STRENGTH
ady lSMARTS AGILITY lady SUPERPOWER
STRENGTH EMPATHY SMARTS ECO-POWER STRENGTH AGILITY SMARTS STRENGTH SUPERPOWER AGILITY EMPATHY SMARTS SUPERPOWER AGILITY ECO-POWER EMPATHY SUPERPOWER ECO-POWER EMPATHY
boy
129
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ECO-POWER
129
girl girl STRENGTH
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girl STRENGTH girl
SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY
SMARTS STRENGTH AGILITY SMARTS SUPERPOWER AGILITY EMPATHY SUPERPOWER ECO-POWER EMPATHY
ECO-POWER
ECO-POWER
WOODPECKER GIRL
131 131
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AY HOW TO PL THE GAME
T WO PL AYER S. SHUFFLE ALL E THE C ARDS FAC D OW N .
DIVIDE THE CARDS INTO TWO PILES. EACH PLAYER TAKES A PILE AND HOLDS IT IN THEIR HAND.
THE PERSON WITH THE MOST CARDS AT THE END IS THE WINNER.
THE WINNER OF THE HAND TAKES ALL THE CARDS IN THE MIDDLE.
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ONE PLAYER STARTS BY READING OUT A CATEGORY FROM ONE OF THEIR CARDS (E. G., STRENGTH).
THE WINNER THEN CHOOSES THE NEXT CATEGORY.
THE OTHER PLAYER THEN READS OUT THE SAME CATEGORY FROM THEIR CARDS. BOTH PLAYERS CHOOSE A CARD TO PUT IN THE MIDDLE. THE CARD WITH THE HIGHEST VALUE IN THE CHOSEN CATEGORY WINS THE ROUND. THE WINNER TAKES BOTH THE CARDS FROM THE MIDDLE.
IF THE TWO CARDS HAVE THE SAME VALUE, THEN THE CARDS ARE LEFT IN THE MIDDLE AND THE SAME PLAYER CHOOSES ANOTHER CARD TO PLAY. 9
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1 1
2 2
1 1 2 2 3 3 4 4 5 5 10
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