HOW TO USE THE CREATIVE STORIES AND DRAMATIZATIONS:
With each dramatic story, exaggerate by tone and facial expressions.
Put your hand over the student's hand and point to the letter, or letters, that the drama emphasizes.
At no time should the student be allowed to be allowed to become distracted during the time of the storytelling.
STORIES AND DRAMATIZATIONS OF ALPHABET LETTER NAMES: Using dramatic exaggeration, relate the following stories as the student points to the letters emphasized.
Jay and Jay Jay are twins. They have the same birthday. They are brothers. Jay can jump rope higher than Jay Jay. (Jump!) Jay Jay can sing louder and longer than Jay. (Exaggerate singing.)
Kay likes to eat lots of cake. (Exaggerate the K sound of cake.) Don't eat too fast, Kay! (Make chomping sounds.) Don't eat too much cake! (Exaggerate cake!)
L is an elk that has come down from the mountains. (Make heavy sounding noises with your feet, and groan!) L, L, L, slow down! L is coming fast, faster...ohhh, watch out for that tree! (Make a crash sound!)
HIDE AND SEEK
Take your flash cards for this week including previous lessons. Hide them in a safe and somewhat obvious place. Ask your student to FIND the LOST LETTERS! When he or she finds a flash card, he or she should say the name of the letter printed on that card. When all the cards are found by the student, let your student hide the cards ONE AT A TIME for you to find and say the letter name. If your student is young and you allow him or her to hide the all the cards at the same time, you may find that your student has forgotten all the hiding places. You would have to make more cards.
SPIN THE BOTTLE TO POINT
Take your flash cards for this week including previous lessons and lay them out in a big circle on the floor. If you have too many flash cards, choose only part at a time but be sure to use all the cards before stopping the game. In the middle of the circle place an empty plastic pop bottle with its lid (or something similiar that won't break). Take turns spinning the bottle and whichever letter it stops and points to is the letter your student should say. Before stopping the game, make sure all the letters have been pointed to, even if you have to point to the unnamed letters and say their name.
Take your flash cards for this week including previous lessons and divide them between you and your student. REMOVE one card from the pile and put it out of sight. Each of you pick up your pile of flash cards and hold them in your hand so that the other cannot see which flash cards you have. Now we're going to match them according to case. Upper and lower case of the same letter is a match. If you only have the upper case letter of a certain name then your student must have the lower case letter of that name. Lay all your matches down on the table but keep the cards that do not match in your hand. Take turns drawing one card at a time from each other's hand to make a match. Lay each match down on the table. Keep the others in your hand. Whoever gets left with the unmatched card is a Funny Bunny! Don't forget to replace the card you removed earlier.
MARBLES IN A CAN
Put marbles, small stones, paper clips, anything that will make noise into a coffee can. Fill the can up halfway. Seal the can with its lid and heavy duty tape, like electrician's tape or something your student, if a child, will not be able to remove. When this game is over discard the can so your student, if a child, does not find a way to get into the can and swallow the items. WARNING: This is YOUR responsibility if you play this game. Now that your can is half full of items that will make noise, you and your student decide if the uppercase or lowercase letters will be the noisy ones. Take your flash cards for this week including previous lessons and mix them all up. Turn them upside down on a table so that neither you nor your student can see what letter is written on the card. Take turns picking up a letter from the table. If the letter YOU pick up is a noisy one then BOTH of you reach for the can but only one of you will get to it first. Whoever gets to the can first gets to shake it loudly. Be sure that you pretend you're not fast enough to get to the can a lot of the time so your student gets to make the noise. WARNING: Hold the can away from your ears so that the noise is not too loud and the game is fun and not irritating. If your student is very young, you may want to put your hand over your student's hand and help him or her shake the can so that it does not make too much noise.
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Copyright © 1997 by Bill and Janae Cooksey, All rights reserved. No part of this material may be published in any form or by any means without permission in writing from the publisher.