The Learning Wall and Concept Learning Bricks
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Attribute Grab Bag - Shape and Color Recognition!
Attribute Grab Bag builds on children’s informal knowledge by giving them appropriate vocabulary and opportunities to practice identifying geometric shapes. Check out this fun way to learn some shapes!
See, Say, & Play - Featuring the 108 Challenge - Letter Name and Sound Game
See, Say, and Play is a game intended to introduce beginning readers to both letter names and sounds. The letters in See, Say, and Play are arranged in alphabetical order and divided into 27 game boards (one extra game board for silly a and g). Once you feel a student is ready for more of a challenge, you can introduce them to the 108 Challenge, which is a game where the end goal is for the student to be able to recognize all 108 letter names and letter sounds (uppercase, lowercase, silly a, and silly g) within 108 seconds!
Five Finger Phonics - Learning The Alphabet With Five Fingers or Less!
Five Finger Phonics is loaded with proper sound associated with letter/sound, an image for each sound, a physical movement (done with five fingers or less), a list of visuals to show your students, a list of words that either start with the letter or have the letter (vowel) sound in the middle, food items to further engage the kids and to strengthen the letter sound, a story title or two to read to the class, a hook activity to introduce the letter and sound, hands on manipulative activity, and a song or two to sing for that letter/sound.
B7P CHARACTER EDUCATION - NEW LESSONS ON B7P PAGE
Download the B7P e-book with 100s of B7P WOW quotes, rule cards, expectation cards, and character cards and more! On the B7P page there are also lessons and activities introducing some of the 7Ps.
Coordinate Fours - Ordered Pairs Strategy Game
Coordinate Fours is a game designed to reinforce basic coordinate point skills in a fun way. With two different game formats to choose from (single quadrant and all four quadrants), it's a game that can be played across a wide range of grades and ages.
The Active Learning Cycle - Teaching techniques that are easy to inject into lessons
The Positive Engagement Project incorporates a simple cycle of cues to add to lessons that signal to the students when to learn with a partner (Turn and Learn) and when to give their attention back to the instructor (Return Q + A). Though these are simple concepts, they are sometimes the easiest parts of a lesson to skip.
COMPREHENSION SHUFFLE - 20 Comprehension Strategies in one awesome activity!
The Positive Engagement Project’s reading activity, Comprehension Shuffle, allows kids to use their own awareness and know-how to create logical interpretations as they read whole group, small group, with a partner, or individually. The idea of Comprehension Shuffle is that you read a little and then you explain what you just read. The comprehension cards give the students a random comprehension skill to perform. Since there are multiple comprehension skills and multiple cards of those skills, Comprehension Shuffle is a fun way to give our students a purpose and be active as they read.
True and False: Three Points of Proof - Strategies to Promote Problem Solving
True and False: Three Points of Proof is a strategy designed to take questions and activities from the Remembering and Understanding levels of Bloom’s Taxonomy and jack them up to the Analyzing and Evaluating echelon. Most worksheets and standardized questions have students recall or remember the information and explain ideas or concepts. True and False: Three Points of Proof requires students to justify a stand or their decision for proving one answer choice true and the others false.
Stump The Professor - Review Game
Stump the Professor is a fun way to get students to approach new/reviewed information in a totally different way that is fun and challenging. It reverses the roles of the teacher and the students in that it provides the students with the opportunity to play with their learning and propose questions about an area being studied and it is the teacher's job to correctly answer the questions put forth by the students.
Flash Fluency 10-10-10 Tide Pool Reading Game
The Tide Pool level of Flash Fluency 10-10-10 is for our earliest readers and is comprised of 50 sight words from various word lists, mainly Dolsch and Fry. These words are grouped into ten sets, or "Tests," of twenty words. Although each Test has 20 words to read, there are actually only 5 new words on each Test, with each word being repeated four times. Students are given one minute to successfully read the twenty words on each Test with two mistakes or less. This level is intended for Kindergarten students but can be used with both younger and older students if the need is there.
Flash Fluency 10-10-10 Low Tide Reading Game
The next level in our Flash Fluency 10-10-10 reading game, the Low Tide, is designed for students just a step ahead of our beginning readers. The Low Tide level of Flash Fluency 10-10-10 is comprised of 150 sight words. These words are grouped into ten sets, or "Tests" of 60 words. Although each test has 60 words to read, there are actually only 15 new words on each Test, with each word being repeated four times.
Flash Fluency 10-10-10 HighTide Reading Game
The third level in our Flash Fluency 10-10-10 reading game, High Tide, jumps students up to 600 sight words and academic vocabulary throughout the ten Tests. This is the first time words are not repeated on the Tests. Each Test is comprised of 60 words for a total of 600 words in the level. This level is intended for Grade 2 but can be used for younger and older students as needed.
Flash Fluency 10-10-10 Tidal Wave Reading Game
The fourth and final level of Flash Fluency 10-10-10 is Tidal Wave. Just like the name infers, this is the largest and most intense of the levels. Once again, no words are repeated, but each Test is now comprised of 100 words for a total of 1000 words within the entire ten Test level. This level is intended for grades three and up, but can be used for younger students when needed. And, of course, the same time and accuracy rules from above apply here as well.
Acing Math (One Deck At A Time!)
Acing Math (One Deck At A Time!) is a collection of math games ranging from Kindergarten to the upper elementary grades, using only an ordinary deck of playing cards. There are games covering addition, subtraction, multiplication, division, fractions, percents, decimals, patterns, positive and negative integers, as well as many others.
Steps or Reps Classroom Management
Steps or Reps is a whole class management tool that focuses on encouragement and procedures.
MATH AND FIELD - Games for Addition, Subtraction, Multiplication, and Division
Download PEPnonprofit's incredilby engaging math game....MATH AND FIELD! Games for addition, subtraction, multiplication, division, and a relay race for all four.
Prime & Composite Lines
Prime & Composite Lines is a great way to reinforce the concept of prime and composite numbers in a fun and engaging way for students of all ages.
Product Tac Toe
Product Tac Toe is a fun game that allows students to practice multiplication skills as well as problem solving strategies.
LANGUAGE LINES (ELL SUPPORT)
With the help of some outstanding teachers, The Positive Engagement Project has compiled six different sets of Language Line sentence frames that can be used to help give students a framework to express six essential comprehension skills: cause and effect, classifying, comparison and contrast, evaluating, predicting, and summarizing.
THE HOMEWORK TICKETS EXTRAVAGANZA
PEPnonprofit is proud to partner with two great teachers, Lauren Armijo and Michelle Ott, who created this highly successful method for getting 100% homework turn in.