Reading Boot Camp Overview

Purposes 1) Launch students into the rigorous and intensive reading and writing program that is taught throughout the year: 2) Accelerate the closure of the academic achievement gap in lowest quartile students; and 3) Teach the students cooperative learning structure, school etiquette, classroom manners, discipline, responsibility and a foundation in classic children’s literature...

Why is Reading Boot Camp 20 Days?
Students that are failing to read or struggle to read, start shutting down and dropping out of school mentally as early as 1st grade. Reading Boot Camp shakes things up in a fast paced, novel way that is fun for all students. Reading Boot Camp uses fun summer camp ideas that create an atmosphere of cooperation and team building. The learning structures or camp activities are designed to replace bad academic habits with positive academic habits. The fun, intense and rigorous cooperative learning structures used in the program are designed to maximize learning, reduce behavior problems, and replaces poor academic habits with positive achievement. The kids have fun playing games, competing, exploring ideas, collaborating and truly having a camp experience while learning to be amazing readers. Children thrive in the positive learning environment that is created, and after 20 days the positive behaviors are habit. Students learn to build social emotional intelligence, positive interdependence and amazing academic achievement in a unique way that is reproducible in any classroom.

Sample of a Reading Boot Camp Schedule!   

Why implement Reading Boot Camp? The real answer is kids love reading and learning! The administrative answer is, 95% of all students that attend Reading Boot Camp make over a years growth in reading. 90% of all students including NES, ESL, and special education students pass state reading test in some of the poorest Title I schools! Reading Boot Camp is the same Education model that is used in Finland with amazingly the same results!


Make Reading an Event!
A big reason Reading Boot Camp helps so many at-risk students pass State Reading and ELA test is the extended exposure to tier 2 and tier 3 vocabulary concepts! The games, music and lyrics, poetry, dramatic plays, and fiction, and non-fiction are intertwined with advanced academic concepts in a fast, fun, inspiring, and spiraling way. Blooms and Webb's question Stems and academic vocabulary are posted in the classroom for me and my students to keep the higher order thinking going.

RBC changes student’s futures! 
  • Creating exemplary work ethic
  • Building Cooperative Learning Skills
  • Building Social and Emotional Intelligence
  • Developing greater Theory of Mind and Executive Function
  • Thriving academically and curious students
  • Participating actively and engaged in the learning
  • Attaining challenging goals with precise effort and practice
  • Taking responsibility for ones own learning
  • Having fun pushing through academic challenges
  • Building Emotional Intelligence
Reading Boot Camp is a teaching philosophy that uses collaborative teaching, cooperative learning structures, active student learning, and teacher made curriculum that has many levels, structures, and strategies designed to meet the needs of individual children and classrooms.

Reading Boot Camp takes a teacher with vision and competence to implement, administer, and fully utilize the curriculum framework, structures and strategies. An understanding of Tier 1, 2, and 3 academic vocabulary, cooperative word work, fluency drills, setting rigorous goals and objectives, cooperative learning structures (Kagan) are all important to speed and maximize learning. Teachers must be flexible and willing to develop specific curriculum to meet the desires of their students. Students will find a love of reading when they get to read and learn in a novel and fun environment.

Reading Boot Camp does not come in a box or on a CD\DVD!

All Curriculum Materials Are Shared Openly With Other Teachers ! Sean
Fun Word Work Games!
RBC Core Academic Content
1. Cooperative Learning Structures
2. Fluency Drills
3. Reading Quality Literature
4. Learning Lyrics
5. Tier 2 and 3 Vocabulary games
6. Word Work | Word Study

RBC Core Social and Emotional Intelligence Content
1. Energizing Brain Breaks
2. Teaching Social and Emotional Intelligence
3. Repeat all declarative lessons! Students need success to buy in.
4. Use the 75/25 rule 75% Academic/25% Enrichment




    The Reason Reading Boot Camp Is Successful!

    1. Language and reading is a function of auditory learning, students learn 6 times faster when listening, reading orally, and speaking. Language and vocabulary are mastered with repetition and modeling. When a reading teacher relies too heavily on individual student silent reading and silent writing activities, the speed of auditory learning is lost. By finding cooperative, creative and effective ways to provide more listening, oral reading, and speaking activities, you can give all learners in your reading class an accelerated chance to develop their literacy skills. During all Reading Boot Camp literacy activities the students are ether reading text or listening to text being modeled the within a cooperative learning or team structure. The repetition of seeing, hearing, and speaking vocabulary daily in fun and novel ways builds pathways exponentially, the further you get into the program the greater the automaticity. By day twenty, the brain pathways are automatic, automaticity has been achieved, the kids had fun learning the 800-2350 most used words and are ready to use them.

    2. Reading Boot Camp is just that, camp, with camp counselors (teacher) providing highly focused fast, rigorous, cooperative, enriching, active, challenging, and fun, and yes reading activities all day long.

    3. Students as teachers, using cooperative learning structures or peer partners for 90% of the activities builds accountability for the teams, and creates personal and interdependent learning that fosters greater success faster. Students are trained to work as cooperative learners, sages, bosses, scribes, secretaries, praisers, and teachers with the ability to run all Reading Boot Camp cooperative learning structures and activities with little assistance from the teacher. Students know all expected learning outcomes and work to meet individual goals and team goals. Students as teachers multiplies the effectiveness of on task behavior and helps student monitor individual progress and partners progress (Force Multiplier).

    4. The 2000 most used English words (Tier 1 Words), Tier 2 and 3 academic words, and the Dolch sight words are modeled, read, written, acted, recited, or spoken 20-60 times per day during Reading Boot Camp. Students are exposed to 10,000-20,000 new vocabulary words during the course of reading a vast collection of literature that includes poems, plays, fairy tales, parables, fables, jokes, short stories and chapter books. Students build a fast auditory knowledge of the English language using simple yet fun enrichment activates. Teaching idioms, cognates, definitions, academic vocabulary, and any kind of words in a boring format will kill the learning and desired retention of any concept. Students interact with all the vocabulary in a fun nonthreatening way in the form of games or cooperative learning word work.

    5. All Reading Boot Camp activities are Brain Based to enhance working memory, executive function and long term memory of materials.

    80-90% of Reading Boot Camp activities use cooperative learning strategies and structures.
    80-90% of Reading Boot Camp activities are done to maximize auditory learning or build language.
    100% of Reading Boot Camp activities are literacy based.
    80-90% of Reading Boot Camp activities are 5-15 minutes in length.

    Harvard Preparatory | Ivy League Education?

    World class college preparatory experience
    Students and parents may not expect much from public school these
    days, Reading Boot Camp classes are the exception. Students receive
    a world class college preparatory experience from the rigorous demanding curriculum to the high academic expectations. Meticulous manners and politeness are strengthened, not with obedience but with emotional intelligence and cooperative learning structures.  

    Old School Manners and Respect
    We learn old school social etiquette and manners on day one, as soon as students enter the class. We start with students pairing up and building teams. We practice and model all desired behaviors even standing up for visiting dignitaries (parents or teachers), cordial teacher and student salutations, and teacher-student colloquy. Students giggle at first shaking hands and learning to greet and be greeted, but they soon feel empowered with the new found skills of manners. Students are looking for a place to belong, direction, guidance, structure, and purpose in life and learning cooperation, positive interdependence, social etiquette, manners, and pride in showing respect gives them a sense of honor and virtue. Sorry for the multisyllabic verbiage I tend to go on but we are talking old school decorum. Students who shine and take to the cooperative learning structures, superior manners are given the job of class prefect or class models to help other students acquire the positive skill needed in school to succeed.

    Teaching student’s cooperation
    Teach students cooperation, trust, imagination, school etiquette,
    classroom manners, honesty, perseverance, discipline and
    responsibility or any other important life skill during your
    literacy block with fun interactive modeling, play acting, or
    the sharing of great literary tales of happiness and perseverance.

    Learning Social Emotional Intelligence
    Students begin their day with stories of high adventure,
    perseverance, duty, courage, sacrifice, within minutes of
    entering my class. They learn very early in school that
    learning to read, write and do math is important, but cooperation,
    character, manners, and empathy are more important if students
    want to thrive in school. The first four weeks of Reading Boot Camp
    are dedicated to teaching reading and writing and the process

    associated with language, yet the kids would never know that
    because they are having fun.

    Are you Ready for Reading Boot Camp?
    Before you begin your search for a reading solution for your school, you will need to take time for deep introspection on why you are seeking a reading intervention. Test results never played into my thinking when implementing new methods. I was only concerned that I could never let 70% of my students pass through my class with out learning to read and love literature. Spending 20 days of high intensity, literary immersion, is not for the faint of heart. You will have total support from your students who struggle with reading. They will see your mindful wisdom and join the journey with passion. Parents who desire an education for their children will love the idea and support you fully. In a perfect world, you will have love and support from your administrator, parents, fellow teachers, and students.

    Reading Boot Camp was originally designed for 4th, 5th, and 6th grade.
    Reading Boot Camp is being tested in even more primary grades this year around the world!
    1st, 2nd and 3rd grade programs are available!

    The 20 Day Intervention Is Fast, Rigorous, Enriching, Fun and Brain Based.

    Quick Look

    Reading Vocabulary Word Walls
    Academic Vocabulary Word Walls
    Vocabulary Flash Cards
    Open Source Speller 
    Open Source Reader
    Poetry Reading
    Buddy Reading
    Endurance Reading
    Music and Lyrics
    Chapter Books
    Whiteboard E-books and Librivox Audio Books
    Fluency Drills
    Comprehension Building Games 
    Vocabulary Sparkle
    American Juku
    Alphabetics for Kinder and some primary students
    Recitation
    Peer Tutoring | Cooperative Learning Structures
    Book Clubs
    Great Class Reading Sets
    Reading Masters By Grade Competition
    Reading Journals

    Make Reading an Adventure!  

    
    Reading Boot Camp is Fun and Academically Enriching! Students learn that reading is a magical sojourn that takes you away to distant lands and adventures!

    Imagine how fast kids learn difficult concepts like protagonist, antagonist, plot, drama, and so many other literary ideas when they get to act them out.





    Free RBC Reading and Literacy Games!

    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 Game can be played using modified Risk rules or used as a teaching aide or simulation, replacing the dice rolls with the students knowledge to determine the outcome.




    The Set Up | Cooperative Learning Groups

    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.

    Lady Alice Amelia Wonderland



    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.
    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.

    • 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:
    1. State the intent to end turn
    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:
    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.
    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.
    

    Steampunk Airship | Steampunk Sky Pirates
    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.
    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.

    Rules for movement are as follows: 
    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.
    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

    Legendary Lands Conveyance
    Movement
    Capacity
    Natural Disasters
    Lose half your scholars
    Sky Pirates, Time Bandits, Sea Pirates
    Lose half your money or lose 2 turns
    Airship
    6 territories
    10 Scholars
    Roll 3 or higher
    Roll 1
    Steam Train
    3 territories
    30 Scholars
    Roll a Six
    Roll 1
    Clipper
    3 Atlantis Miles
    5 Scholars
    Roll 4 or higher
    Roll odd
    Steamship
    6 Atlantis Miles
    30 Scholars
    Roll a Six
    Roll 1
    Ferry
    Ferry Crossing
    30 Scholars



    Teach Reading and Writing the Fun Way!
    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.

    Steampunk Airship | Steampunk Sky Library
    Scenario Three  or Third Plot | Building a Sky Library

    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?

    1. A solar cell generates electricity using heat.
    2. The term "photovoltaic" comes from the Italian meaning "light"
    3. A photo-voltaic cell works without an outside power source.
    Read the Passage and answer the question:
      
    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?
    Reading Questions
    "The Legendary Lands"


    1. Saturn is the largest planet in the solar system and has nine large rings.
    2. Saturn is named after the Greek god Saturn.
    3. Titan, Saturn’s moon is larger than all others moons in the solar system except one.




    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!

    The Queen
    Steampunk Character Sheet Back






     More Gamers! 

    Alien Vocabulary Game (Tier 3 Testing Words) (or Chutes and Ladders) Use this free tier 3 academic vocabulary game to build test readiness. The game is designed to be a fun way to build academic vocabulary using a game students already know. A number of "CAMO Aliens" (ladders) and "Blues Aliens" (or "chutes") are pictured on the board, each connecting two specific board squares. The object of the game is to navigate one's game piece from the start (bottom square) to the finish (top square), helped or hindered by CAMO Aliens and Blues Aliens, respectively. Any time you land on an alien you have to draw a new card! If you land on the CAMO Aliens and answer the vocabulary question correctly you beam to the next highest CAMO Alien plus the move allowance on the card. If you land on the Blue Alien and get the question wrong you beam down to the next lowest Blues Alien. If you are on a Blue Alien and answer correctly you stay put until your next turn.

    The game is a simple race to the top using the RBC Vocabulary Flash Cards, and is popular with children.