Designed to meet these objectives: Language • Students will develop word analysis skills. • Students will identify and understand words with prefixes. • Students will build vocabulary. With an engaging book and a fast-paced game, this teaching center helps students learn about prefixes in a fun, hands-on way! It’s perfect for providing the extra practice and reinforcement that students need to master word analysis skills. What’s Included • Paperback book • Prefixes game (4 game cards, spinner, 4 write & wipe markers, answer card) • Skill card with reproducible on the back Getting Started Review the concept of prefixes with your students, explaining that prefixes are letters in front of a word that change the word’s meaning. For example, “reheat” means “heat again.” Point out that students can use their knowledge of prefixes to understand the meanings of unfamiliar words and boost their vocabulary. Conforms to ASTM D-4236 © 2009 Lakeshore (800) 428-4414 www.lakeshorelearning.com FF162 Ages 7+ Printed in China Using the Book Draw a graphic organizer on the board or on chart paper, similar to the reproducible on the back of the skill card. Beside the organizer, list the prefixes students will see in the book and in the game. Choose three prefixes and write each one in a circle in the organizer. Review the meaning of each prefix, and give an example of how it changes the meaning of the word. For example, “un-” means “not,” so “unhappy” means “not happy.” Explain that as you read the story, students should be alert for words with prefixes. Read the story, prompting students to raise their hands when they see or hear a word with a prefix. Using the Skill Card The skill card has instructions for several activities designed to reinforce students’ knowledge of prefixes. Use the activities that best meet the needs of your students. On the back of the skill card is a reproducible graphic organizer that can be used with any reading materials you are using in class or that students are reading on their own. Instructions for using the reproducible are included on the card. Using the Game p r e Intended for small groups of two to four players, the game is ideal for your language center. You may want to have children play the game after reading the book. Before children use the game on their own, invite volunteers to help you model how it is played. Give each player a game card and a write & wipe marker. Have one player spin the spinner and announce the prefix it stops on. Can the player use that prefix to complete a word on her card? If so, have her write the prefix in the space in front of the word. Players take turns spinning the spinner to complete words on their 2 cards. The first player to add a prefix to every word on his card and solve the riddle at the bottom is the winner! Meeting Individual Needs ELL Write the base words from the game on separate index cards. Then, cut additional index cards in half, and write the prefixes on the smaller cards. Review the words and prefixes with a small group of students to make sure they understand what each one means. Then, stack the prefix cards facedown in a pile, and give each player a word card. Encourage students to take turns drawing a prefix card from the pile. If they can use it with their word card to form a word, have them say the word, and what it means, and then set the cards aside and take another word card for the next round. If they cannot use the prefix card, see if any other player can use it. Keep playing until all of the cards have been matched up. Reteach/Extra Support Meet with students in small groups, and give each student a copy of the graphic organizer reproducible from the back of the skill card. Help students fill in the organizer to familiarize them with some prefixes and words that include them. (Students can save the completed organizer and use it as a reference.) Have students play the game with partners, working together to find the prefixes. Or, modify the game so that players only need to complete three words to win. Challenge Suggest that students work with partners to complete all of the words on a game card and solve the riddle—without using the spinner. Then, invite students to create their own riddles for other students to solve. 3
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