WHAT’S IN YOUR PACK? Your pack contains 60 double-sided cards. All the cards have a colour banding at the bottom. The white-based cards are subject cards – containing nouns.. The yellow-based cards are action n cards – containing verbs. The cards also feature punctuation on indicators: Story or New Paragraph Starter, Sentence Starter, Sentence Ender, Paragraph Ender, Story Ender. For example, your made-up story might look like this:
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Turn over for lots of great games ideas!
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NON-READERS Play sorting games with a reading partner • Find all the Letterland animals: b, c, d, e, p, s, w and z. Learn their names. • Find all the other Letterland characters, including the 5 Vowel Men: Mr A, Mr E, Mr I, Mr O and Mr U. Learn the names on both sides of the vowel cards. • Pair letters to their action cards by matching the alliterative bold letters on both cards. Then read the words to the non-reader. Where possible exaggerate the bold letters’ sounds. Make and say sentences Select 3 or 4 familiar yellow-based action cards and ‘read’ them (with help from the pictures) , adding “I/and/then” between the cards. For example: “I had lunch with a lion and I went dancing with a donkey and then I played ping-pong.”
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Go over the words on each card together. The more you play with the cards the sooner your non-reader will be able to read all the words! Make your own story Place any cards you like in a row. First place a whitebased card, then yellow, then repeat white, yellow, white, yellow, white, yellow. Add a Story Ender card. The reading partner should then read the story out loud. Next turn all the cards over within their row and discover the other story you have also just made! TWO READERS TOGETHER Play ‘Could this happen... at least in Letterland?’ Find all the pairs (with matching bold letters). Read them and decide together, “Could this happen... at least in Letterland?” Yes!
Turn one or both cards over. Ask the question again. No, no way! Not even in Letterland!
Mix up the pairs and see what happens!
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Maybe!
Unlikely, but it could happen!
Give an opinion. Anyone can be right! Snap! Spot the pairs! One player takes all the white-based cards, the other takes all the yellow-based ones. Simultaneously, both players put down one card. The first to spot a pair says “Snap!� to win that pair. Play to a time limit, or until all pairs match. ONE READER Make your own story Start with a double green-arrow card and end each sentence with a single red-arrow card.
Always start a sentence within the story with a single green-arrow card. Never place two yellow-based cards side by side.
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Finally find a double red-arrow card to finish your story. Change Your Story Turn over some or all of your cards, or swap them around. Try making your story more logical – or make it as silly as possible! TWO OR MORE READERS TOGETHER Who can make a story first? Take it in turns to draw a card from the pack and lay it on the table or floor. Gradually build sentences into stories, paying attention to the arrows so they are in their right places. Whoever has completed the longest story by drawing the last ‘Story Ender’ card is the winner. Each story must start and end with double arrowed cards. The winner reads out the completed stories. Runners-up may then ‘borrow’ cards so that they can complete and read out their stories, too. Make an alphabet story Work together to set out all the pairs in a-z order. Read your story. Turn some or all of the cards over and read out your new story! Test your reading Stack the cards on the table showing only the words
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of your story. How quickly can you read it with all but the final picture hidden? FOUR OR FIVE PLAYERS TOGETHER Play ‘Who Can Give Me...?’ Shuffle the pack. Deal 4 cards to each player. They hold them so they can only see the tops and they shield the backs with their hand. Place the rest of the cards in the centre. The aim is to make pairs by asking, for example, “Who can give me Bouncy Ben?” or “Who can give me Bouncy Ben’s action card?” If no player has it, the asking player draws a card from the central pack. The next player then asks for a particular card. Empty-handed players must draw a card at each new turn before asking. The player with the most pairs wins. If there is a tie, the player with the most alliterative words (words that begin with the same sound or letter) in his/her pairs wins. More advanced Play the same game, but the winner is the one who can then construct the most complete sentences, with all green and red arrows correctly placed.
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Most of all.. HAVE FUN! 6
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You may also like... Sammy Snake’s Snap Develop your child’s letter recognition skills with Sammy Snake’s Snap cards. Play traditional ‘snap’, ‘odd-one-out’ or ‘memory pairs’ and use for word building and spelling games. The colourful cards provide excellent educational value as well as instant entertainment!
Plus with our range of flashcards your child will learn while having lots of fun!
See our full range at: www.letterland.com
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Š Letterland International 2011
Once upon a time Annie Apple
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Once upon a time Mr A
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and Bouncy Ben
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and Bouncy Barbara
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and Clever Cat
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and Clever Cat’s cousin
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Finally, Zig Zag Zebra
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Finally, Zoe Zebra
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When we went to Letterland we
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When I went to Letterland I
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ate an acorn
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made an anteater angry
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bumped into a bear
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built a building
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climbed up a clock.
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met a camel.
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Then they all went for a boat ride.
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Then they all went to the seaside.
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and now you tell me a story!
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and they all lived happily ever after!
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