FREE ACADEMIC VOCABULARY GAMES: SPARKLE
Math Vocabulary Game Cards
Vocabulary Game Cards1st
Vocabulary Game Cards 2nd
Vocabulary Game Cards 3rd
Vocabulary Game Cards 4th
Vocabulary Game Cards 5th
Have your children stand or sit on their desk so they are facing the teacher. Start at either end of room and give the first child a vocabulary word or definition. They say the definition or kid friendly sentence if given the vocabulary word or they must give the word when a definition is given. The child that cannot give an answer says SPARKLE and must sit down. Continue the game until you are down to one child! The last child that has answered all the vocabulary gets a small bag of popcorn. Every child that answers a hard vocabulary question correctly gets a pretzel, stamp, or a sticker. They love this and it is great review for challenging academic vocabulary! Start with a mix of easy and hard words to get the kids excited and ready to study the challenging academic words.
Vocabulary Pig!
Each turn, a player draws an academic vocabulary card and shows the definition to the other players. The player must give an example or definition to keep the card and continue playing. The player gets to keep every card they can define. If a player cannot give a correct answer they place the card at the bottom of the deck and forfeit their turn. At any time during a player's turn, the player is faced with two options:
Option one, draw the next card and give a correct definition and keep playing piggy piggy piggy.
Option two, pass on the card, and the next player must give the definition or lose all their points!
The first player to score 100 wins!
VOCABULARY Parcheesi Rules of play
Vocabulary Game Cards 1st
Vocabulary Game Cards 1st B
Vocabulary Game Cards 2nd
Vocabulary Game Cards 3rd B
Vocabulary Game Cards 5th 6th
Math Vocabulary Game Cards
Vocabulary Game Cards1st
Vocabulary Game Cards 2nd
Vocabulary Game Cards 3rd
Vocabulary Game Cards 4th
Vocabulary Game Cards 5th
Use the flash cards to play games like sparkle
or use them in the place of a dice roll !
Thank you Patti! Cards are used for games that need dice!
Steampunk Board Game | Steampunk Reading Comprehension Board Game
“The Legendary Lands Rules”
The “Boss” may assign students at the table the jobs of ‘banker, scribe, geographer, meteorologist and or chronologist’ or students playing in small groups can change jobs before each new round. The banker will make sure all vocabulary cards, character pieces, glass beads, florins (money); dice are accounted for and will make certain that players vocabulary cards are in good condition before the start of the game.
All
players roll for highest dice yo start the game and determine initial board
placement. The player with the highest roll of the dice will deploy 5
scholars and one professor to any 5 florin territories as well as become
the first player to start the game. Play will proceed clockwise once
the starting game player has been determined. If a tie for the highest roll exists, the involved players will roll again until a starting player is determined.
Chronology of “The Legendary Lands”
1.
If hiring scholars is warranted a player begins by paying the banker 25
florins for each new scholar or 200 florin for a professor. Five
scholars and one professor is the maximum reinforce allowance during the
reinforcement part of a players turn. New scholars must be deployed to
occupied territories immediately. Scholars are deployed, moved or
reinforced.
A Sample of a Vocabulary Flash Card used with Board Games or "The Legendary Lands" A student reads the definition and a student must provide the term or read the term to the player and they must give a denotation or connotation.
Student can also use reading passages and answers but this slows down the play. Read the Passage and answer the question:
Sample Reading Passages
A solar cell (also called a photovoltaic cell) is an electrical device that converts the energy of light directly into electricity by the photovoltaic effect. It is a form of photoelectric cell that when exposed to light can generate and support an electric current without being attached to any external voltage source. The term "photovoltaic" comes from the Greek meaning "light", and from "Volt", the unit of electro-motive force, the volt, which in turn comes from the last name of the Italian physicist Alessandro Volta, inventor of the battery (electrochemical cell). The term "photo-voltaic" has been in use in English since 1849. Words 128 reading Level High School
If answered correctly Move 6 or win the Battle
To
receive a free digital copy of “The Legendary Lands” board game we ask
that you submit 5 grade level CCSS ELA test questions. They can be
multiple choice or extended response ela questions. All Test questions
will be added to the blog and shared with teachers free of charge.
Extra Images From The Game!

Reading Language Arts Game Cards
Each turn, a player draws an academic vocabulary card and shows the definition to the other players. The player must give an example or definition to keep the card and continue playing. The player gets to keep every card they can define. If a player cannot give a correct answer they place the card at the bottom of the deck and forfeit their turn. At any time during a player's turn, the player is faced with two options:
Option one, draw the next card and give a correct definition and keep playing piggy piggy piggy.
Option two, pass on the card, and the next player must give the definition or lose all their points!
The first player to score 100 wins!
VOCABULARY Parcheesi Rules of play
Academic Vocabulary Parcheesi is played with one deck of academic vocabulary cards (25-30) cards and the goal of the game is to move each of one's pieces home to the center space.
Each player selects four pieces of the same color and places them in their "nest," or starting area. The game board should be positioned so that each player's nest is to his right. Pieces enter play onto the darkened space to the left of the nest and continue counter-clockwise around the board to the home path directly in front of the player.
Each player selects four pieces of the same color and places them in their "nest," or starting area. The game board should be positioned so that each player's nest is to his right. Pieces enter play onto the darkened space to the left of the nest and continue counter-clockwise around the board to the home path directly in front of the player.
Vocabulary Reading Game Cards
Vocabulary Game Cards 1st
Vocabulary Game Cards 1st B
Vocabulary Game Cards 2nd
Vocabulary Game Cards 3rd B
Math Vocabulary Game Cards
Vocabulary Game Cards1st
Vocabulary Game Cards 2nd
Vocabulary Game Cards 3rd
Vocabulary Game Cards 4th
Vocabulary Game Cards 5th
Vocabulary Game Cards 6th
Vocabulary Game Cards 7th
Vocabulary Game Cards 8th
Each player draws a vocabulary game cards; the highest card goes first, and subsequent play continues to the left. On each turn, players draw one vocabulary card and must give a phrase or definition to the term on the card, if correct the players uses the values shown on the card to move their pieces around the board. If an amount on card cannot be moved, that amount is forfeited.
Vocabulary Game Cards 7th
Vocabulary Game Cards 8th
Each player draws a vocabulary game cards; the highest card goes first, and subsequent play continues to the left. On each turn, players draw one vocabulary card and must give a phrase or definition to the term on the card, if correct the players uses the values shown on the card to move their pieces around the board. If an amount on card cannot be moved, that amount is forfeited.
Entering pawns
A player may enter a piece only by answering the vocabulary question correct.
A player may enter a piece only by answering the vocabulary question correct.
Capturing
Any piece that is not on a safe space or a part of a blockade can be captured by an opposing pawn. A player is awarded 20 bonus spaces for capturing an opposing piece. The 20 spaces may be divided between pieces and must be moved, if possible. The captured pawn is returned to the opposing player's nest.
Any piece that is not on a safe space or a part of a blockade can be captured by an opposing pawn. A player is awarded 20 bonus spaces for capturing an opposing piece. The 20 spaces may be divided between pieces and must be moved, if possible. The captured pawn is returned to the opposing player's nest.
Blockades
When two pieces occupy the same space, they prevent any pieces behind the two from advancing past the blockade. This includes blocking pieces from leaving their nest. Two pieces that form a blockade may not be moved forward together to form a new blockade on the same roll.
When two pieces occupy the same space, they prevent any pieces behind the two from advancing past the blockade. This includes blocking pieces from leaving their nest. Two pieces that form a blockade may not be moved forward together to form a new blockade on the same roll.
Safe spaces
The dark spaces are safe spaces. A piece may not be captured as long as it sits on one of these spaces. The only exception is if a piece sits on the safe space where another player enters the board from his nest. Those spaces are safe from all other players, but the piece can be taken if the player whose nest it is has a piece in his nest and draws a 5 or 6 (as long as it isn't a blockade). Two pieces that form a blockade are also safe.
The dark spaces are safe spaces. A piece may not be captured as long as it sits on one of these spaces. The only exception is if a piece sits on the safe space where another player enters the board from his nest. Those spaces are safe from all other players, but the piece can be taken if the player whose nest it is has a piece in his nest and draws a 5 or 6 (as long as it isn't a blockade). Two pieces that form a blockade are also safe.
Smiley Face
Go again.
Home
The center home space can only be entered by exact count. When a piece enters the center space by exact count, that player is awarded ten movement points that may be moved with any one piece still in play at the end of their turn. If the bonus movement amount cannot be used, it is forfeit.
Each player has his own home path and may not enter another's home. So, when a piece is on its home path, it can no longer be captured. Once a piece has been moved into his home path, it can no longer be moved except to move all the way to home.
Go again.
Home
The center home space can only be entered by exact count. When a piece enters the center space by exact count, that player is awarded ten movement points that may be moved with any one piece still in play at the end of their turn. If the bonus movement amount cannot be used, it is forfeit.
Each player has his own home path and may not enter another's home. So, when a piece is on its home path, it can no longer be captured. Once a piece has been moved into his home path, it can no longer be moved except to move all the way to home.
Winning the game
The first player to get all four pieces home wins.
The first player to get all four pieces home wins.
Use the flash cards to play games like sparkle
or use them in the place of a dice roll !
Thank you Patti! Cards are used for games that need dice!
Steampunk Board Game | Steampunk Reading Comprehension Board Game
"The Legendary Lands" Steampunk Airship Board Game and Literary Adventure Game!
In
this RISK style “word domination game“ Steampunk board game of reading
comprehension
and reading strategies you are battling to conquer the world of
literacy, writing elements, plot, text structures, literary elements,
poetry and academic vocabulary. To win, you must launch daring
adventures, assemble teams of
scholars, resolve the quest set before you, build floating sky
fortresses of learning (Sky Libraries),
seek knowledge on all fronts, and sweep across vast literary lands with
boldness and cunning. But remember, the dangers, as well as the rewards,
are high. Just when the world of knowledge is within your grasp, your
antagonist opponent might strike and take it all away!“The Legendary Lands Rules”
The “Boss” may assign students at the table the jobs of ‘banker, scribe, geographer, meteorologist and or chronologist’ or students playing in small groups can change jobs before each new round. The banker will make sure all vocabulary cards, character pieces, glass beads, florins (money); dice are accounted for and will make certain that players vocabulary cards are in good condition before the start of the game.
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| Lady Alice Amelia Wonderland |
Students
start with One Main Character (Professor|Mentor) and Five Companions
(Scholars|Apprentice), 200 Gold Florin coins and vocabulary cards or
dice depending on the lesson or academic level.
You and your students can make Steampunk characters or use literary characters like Alice in Wonderland.
You and your students can make Steampunk characters or use literary characters like Alice in Wonderland.
- Lady Alice Amelia Wonderland | Airship Designer and Captain
- Lord Jack “The Bean” Quick | Steampunk Mechanic and Engineer
- Mr. Wolf | Sky Pirate
- Miss Red R. Hood | Wolf Hunter, Geographer and Cartographer
- Mr. P. N. Boots | Ships Captain Retired
- Kate "Bonnier" Crackernuts | Restaurateur, Airship Caterer and Chef
- Baron Von Rum Pelstiltskin | Time Bandit and Part Time Gold Weaver
- Mr. Harry "Mad" Hatter | Tea Monger and Clockwork Engineer
- Count Harry Beast | Barrister of Enchantments and Curses
Chronology of “The Legendary Lands”
1. Placement and hiring of Main Characters and Companions, and movement and or hiring a conveyance
2. Exploring an unoccupied territory, invading or migrating into an occupied territory. Migration is a good way to make allies.
3. Knowledge
phase, attack resolution for invaders and defenders, occupying new
lands resolution. All knowledge phase activities use the vocabulary
cards to determine completion of migration, invasion, or migration
action. Dice are used for knowledge ties, high roll wins the battle.
4. Payment and Reinforcements
When a player is ending his/her turn they should:
2. Decide to execute or not to execute the allowed movement and act accordingly based on that decision
3. Take the Florins if earned for completion of knowledge phase
If
a player has not conquered a new Territory during the course of his/her
turn then that player is not entitled to receive a Florin payment. If
the non conquering attacker chooses to end his/her turn without overtaking another territory then they should:
1. State the intent to hire a conveyance or to end turn
See Movement
A turn consists of the following actions:
2. You, as the invader or
migrant, clearly express the territory you will invade as well as the
territory you are defending, you can only invade a territory with a
professor and any of his/her accompanying scholars. If a preference
exists to answer level 5, 15 or 30 Florin question this must be stated
during the attack. If no preference is stated the defender can ask any
level question from any vocabulary card.
3. Attack begins and evaluation of scholars knowledge commences, a win or loss for both sides is determined via the answer to the vocabulary questions. The invader decides to continue with the attack cycle until all desired goals of the attack have been met or retreat is needed to stay in the game. The attacker chooses when to stop the attack cycle. The attacker should state that his turn is ending when attacks for his/her turn are finished.
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| Steampunk Airship | Steampunk Sky Pirates |
4. When attacks have been completed the defender has the option to execute a reinforcement or movement from adjacent territory to fortify his/her position.
A. Scholars/Professors can move to any adjacent territory on the board that is contiguous without a conveyance. Players are not allowed to move across water without an airship, clipper, steamship or ferry!
B. minimum of one scholar must remain on a Territory at all times to show who is in possession of that territory.
B. minimum of one scholar must remain on a Territory at all times to show who is in possession of that territory.
C. You may opt not to execute movement.
D. If exploring a new territory a player will take his/her scholar question to see if they can stay in the new territory.
Conveyance Movement | Dice Mechanics | Natural Disasters Chart |
Time Bandits, Sky Pirates, Sea Pirates Probability Charts
Time Bandits, Sky Pirates, Sea Pirates Probability Charts
Legendary Lands Conveyance
|
Movement
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Capacity
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Natural Disasters
Lose half your scholars
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Sky Pirates, Time Bandits, Sea Pirates
Lose half your money or lose 2 turns
|
Airship
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6 territories
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10 Scholars
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Roll 3 or higher
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Roll 1
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Steam Train
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3 territories
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30 Scholars
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Roll a Six
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Roll 1
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Clipper
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3 Atlantis Miles
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5 Scholars
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Roll 4 or higher
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Roll odd
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Steamship
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6 Atlantis Miles
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30 Scholars
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Roll a Six
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Roll 1
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Ferry
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Ferry Crossing
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30 Scholars
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Trade in Values
Scholars 25 Florin
Professors 200 Florin or 4 scholars
Dice Rolling Rules
Same as Risk
End
of the Game | Students can write their own Plot ideas or stories on
cards and play or use the three bellow. Having the students write their
own plot is a great tool to teach writing.
Scenario One or First Plot | Limited Rounds 3, 5 or 7 Rounds
When a player has successfully taken control of more territory at the end of the agreed number of rounds and or his/her and
territory is more than all other players you have won the game! You may
lose if a player has fewer territories but more points from airships,
trains and florins. Congratulation! You have reached the end of the
game.
Scenario Two or Second Plot | Sky Ship Port Control
When
a player has successfully taken control of all 4 Sky Ship Ports they
are also the winner! Congratulation! You have reached the end of the
game.
When
a player has successfully built a Sky Library at a cost of 5000 florin
they are the winner! Congratulation! You have reached the end of the
game.
A Sample of a Vocabulary Flash Card used with Board Games or "The Legendary Lands" A student reads the definition and a student must provide the term or read the term to the player and they must give a denotation or connotation.
Student can also use reading passages and answers but this slows down the play. Read the Passage and answer the question:
Sample Reading Passages
A solar cell (also called a photovoltaic cell) is an electrical device that converts the energy of light directly into electricity by the photovoltaic effect. It is a form of photoelectric cell that when exposed to light can generate and support an electric current without being attached to any external voltage source. The term "photovoltaic" comes from the Greek meaning "light", and from "Volt", the unit of electro-motive force, the volt, which in turn comes from the last name of the Italian physicist Alessandro Volta, inventor of the battery (electrochemical cell). The term "photo-voltaic" has been in use in English since 1849. Words 128 reading Level High School
If answered correctly Move 6 or win the Battle
| Student Made Boards "The Legendary Lands" |
Which of theses statement is correct?
- A solar cell generates electricity using heat.
- The term "photovoltaic" comes from the Italian meaning "light"
- A photo-voltaic cell works without an outside power source.
Saturn
is the sixth planet from the Sun and the second largest planet in the
Solar System, after Jupiter. Saturn has a large ring system that
consists of nine continuous main rings and three discontinuous arcs,
composed mostly of ice particles with a smaller amount of rocky debris
and dust. Sixty-two known moons orbit the planet; fifty-three are
officially named. This does not include the hundreds of "moonlets"
within the rings. Titan, Saturn's largest and the Solar System's second
largest moon is larger than the planet Mercury and is the only moon in
the Solar System to retain a substantial atmosphere.
Saturn is a gas giant with an average radius about nine times that of
Earth. While only one-eighth the average density of Earth, with its
larger volume Saturn is just over 95 times more massive than Earth. Reading Level Middle School
Which of these statements is not true?
- Saturn is the largest planet in the solar system and has nine large rings.
- Saturn is named after the Greek god Saturn.
- Titan, Saturn’s moon is larger than all others moons in the solar system except one.
Extra Images From The Game!
| The Queen |
| Steampunk Character Sheet Back |
Reading Language Arts Game Cards
Math Vocabulary Game Cards
Vocabulary Game Cards1st
Vocabulary Game Cards 2nd
Vocabulary Game Cards 3rd
Vocabulary Game Cards 4th
Vocabulary Game Cards 5th
Game Boards
ACADEMIC READING VOCABULARY
VOCABULARY SPARKLE PRIMARY
ab·bre·vi·a·tion
noun
ad·verb
noun
an·to·nym
noun
a·pos·tro·phe
noun
At·las
noun
cause
noun
char·ac·ter
noun
con·trac·tion
noun
ef·fect
noun
en·cy·clo·pe·di·a [or] en·cy·clo·pae·di·a
noun
ex·clam·a·to·ry
adjective
fact
noun
in·ter·rog·a·tive
adjective
o·pin·ion
noun
plu·ral
adjective
noun
pos·ses·sive
adjective
run-on sentence
noun
se·quen·tial
adjective
set
noun
stan·za
noun
sum·ma·rize
transitive verb
syn·o·nym
noun
the·sau·rus
noun
verb
noun
al·lit·er·a·tion
noun
a·nal·o·gy
noun
cap·tion
noun
com·pare
verb
con·trast
verb
double negative
noun
fa·ble
noun
gen·re
noun
hom·o·nym
noun
in·dex
noun
in·fer·ence
noun
met·a·phor
noun
out·line
noun
pre·dic·tion
noun
proof·read
verb
quo·ta·tion
noun
sim·i·le
noun
topic sentence
noun
RBC GAME Cards 5th
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Name:
|
af·fix
verb
to attach or join physically (usually used with "to").
She affixed a poster to the wall.
|
al·ma·nac
noun
a book of interesting and useful facts about many different subjects.
|
ci·ta·tion
noun
the act of citing or quoting, or the passage or source so cited.
|
clause
noun
a group of words that has a subject and a verb. Clauses can be part or all of a sentence.
|
con·junc·tion
noun
a word that connects other words, phrases, clauses, or sentences. "And," "while,"
and "because" are some conjunctions.
|
hy·per·bo·le
noun
in rhetoric, an obvious and deliberate exaggeration or overstatement,
intended for effect and not to be taken literally,
such as "He had a million excuses". (Cf. litotes.)
Much of the writer's humor arose from
his brilliant use of hyperbole.
|
id·i·om
noun
a phrase that cannot be understood by understanding the
meanings of each of its words. The phrase "fall out,"
meaning "have a disagreement," is an idiom.
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im·age·ry
noun
images that are created in the mind while reading or looking at art.
The book is full of jungle imagery.
|
im·ply
verb
to hint or suggest without saying directly.
When she said that the floor was dirty, she was
implying that I should mop it.
|
in·ter·jec·tion
noun
a word or expression that shows strong feeling; exclamation.
"Oh no!" and "Oops!" are examples of interjections.
|
met·a·phor
noun
a phrase that describes something by comparing it to some other thing.
"Her words are pearls" is a metaphor.
|
nar·ra·tive
noun
a story, description, or account of events.
Novels are long narratives.
|
on·o·mat·o·poe·ia
noun
the formation or use of words whose sounds suggest the
meanings of the words, such as "bang," "moo," or "jingle".
|
per·son·i·fi·ca·tion
noun
a person considered to be a perfect example or embodiment
of some quality or other abstraction.
He was the personification of humility.
|
point of view
noun
a way of thinking about or looking at something.
The coach did not agree with the referee's point of view.
|
pre·po·si·tion
noun
a word that shows a connection or relation between a noun
or pronoun and some other word. In the sentence, "We went
to the market and talked about the weather," "to" and "about"
are prepositions.
|
prompt
adjective
done immediately and without pause.
This snack bar is known for its prompt service.
|
sim·i·le
noun
a figure of speech in which two different things are compared
by using the words "like" or "as." "The cake was as light
as a feather" is an example of a simile.
|
su·per·la·tive
adjective
of the finest kind or highest quality.
He is a superlative flute player.
|
theme
noun
the main subject or topic.
The theme of his talk was world peace.
|
Terms Definitions
nonfiction writing that is true
fables stories with talking animals that have a moral
recipe a set of instructions for making something
fiction writing that is made up
dictionary book that tells what words mean
advertisement a public notice published to get people's attention or to get them to buy something
almanac a book that contains statistical information over a long period of time
repetition the act of repeating something said or done
article nonfiction piece of text usually found in newspapers or magazines
legends folk tales full of people from history like Davy Crockett
fairy tales stories with royalty, good vs. evil, start with "Once Upon a Time" & end with "happily ever after"
rhythm the beat of a poem
folk tales fiction stories that have been told for generations
poet the writer of a poem
mood the feeling you get from a piece of writing
poetry writing that often has rhythm and rhyme, but not always
tall tales folk tales full of exaggeration like Paul Bunyan
atlas book of maps
biography true story of a person's life written by someone else
autobiography true story of a person's life written by the person
speaker the person doing the talking in a poem
stanza part of a poem; like a paragraph
novel long fiction story, usually a chapter book
main idea what a piece of writing is mainly about
summary gives the main idea and important details of a passage
theme a more generally stated topic concerning a passage's main ideas
poem a composition in verse, usually divided into stanzas
fantasy make believe stories that contain magic or other things that couldn't happen in real life
moral lesson in a fable or story
rhyme words in a poem that sound alike
character a person or other creature in a story
setting the time and place of the story's events
author the person who wrote the story or passage
narrator the person who is telling the story
VOCABULARY SPARKLE INTERMEDIATE
non-fiction a type of literature that tells about real-life people, places, events, things, etc.
drama a play written to be performed by actors
myth a folktale (fictional story) about gods and goddesses (mythology)
tall tale an American hero folktale full of extreme exaggerations
fable a folktale, usually with talking animals, that always has a moral to it
main idea what a piece of writing is mainly about
summary gives the main idea and important details of a passage
theme a more generally stated topic concerning a passage's main ideas
genre a classification of literature, such as fiction, drama, poetry, etc.
fiction a type of literature that tells a made-up story
simile a comparison of two unlike things using the words "like" or "as"
realistic fiction a make believe story that could really happen
historical fiction a make believe story which could have happened a long time ago based on historical facts
analogy a comparison that shows a relationship between two things
metaphor a comparison of two unlike things not using the words "like" or "as"
paraphrase restating something using different words (rephrasing)
context clues words, phrases, or sentences that give meaning to unknown words
denotation the dictionary definition of the word- the literal meaning
connotation the extra sense that the word implies-pos. or neg. (cheap/inexpensive)
repetition creating a "special effect" by repeating a sound or word
suspense a feeling of uncertainty or dread about what will happen next
sarcasm an expression that is personal, jeering, and intended to hurt
oxymoron a seemingly contradictory combination of words (jumbo shrimp)
onomatopoeia a word or phrase that imitates the sound (whoosh)
plot the action of the story
resolution the final outcome of the story-or the solution of the problem
character a person or other creature in a story
setting the time and place of the story's events
climax the point of greatest interest or suspense in the story
conflict the main problem the character faces (with others, self, or nature)
personification gives animals or objects human qualities or characteristics
hyperbole the deliberate use of exaggeration
symbolism the use of one thing to stand for or represent another
imagery the use of vivid description to create a picture in the reader's mind
foreshadow gives clues that suggest what might happen in the future
flashback interrupting the story with events from the past
irony a statement meaning the opposite of what is literally stated
idiom a saying that can not be literally translated
allusion a reference to a well-known work of literature, art, music, etc.
audience the person or persons to whom the writing is addressed
author the person who wrote the story or passage
narrator the person who is telling the story
point of view the relationship of the narrator to the story (viewpoint)
1st person pov when a character in the story tells the story (using I, me, my, we, etc.)
3rd person pov when someone not in the story tells the story (like an invisible observer)
dialogue when the characters in a story speak (usually set off by quotation marks)
style/voice the way the author uses phrases and sentences to make his story distinctive
tone the author's attitude about his topic- can be positive, negative, or neutral
mood the feeling or atmosphere in the story set by the author
inference a guess based on a known fact, a conclusion
cause/effect a text structure exploring the reason something happened (cause) and the result (effect)
compare/contrast a text structure showing similarities (comparisons) and differences (contrasts)
problem/solution a text structure examining how conflicts or obstacles (problems) are overcome (resolved)
chronology a text structure presenting events in the order in which they occur (sequencing)
inductive a text structure that starts with specific ideas and works toward a general idea
deductive a text structure that starts with a general idea and works toward specific ideas
spatial order a text structure that shows where things are
categorization a text structure that puts things in categories
fact a statement that can be proved- or disproved
opinion a statement that can not be proven- someone's own belief
bias a strong prejudice for one side over another- favoring only one side
objective a work based on fact, having no bias or partiality
propaganda persuasion techniques
synonyms words that have similar meanings
antonyms words that have opposite meanings
alliteration The repetition of identical consonant sounds in words relatively near to each other (in the same line or adjacent lines).
allusion - a reference to a literary work, or work of art








Thank you for this blog. I know it is passion that underlies the work. I tried to copy and print the information to use, but it doesn't work too well. Can you make a print link for this? I want to use it with my 3 kids.
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