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S ™ Learning Resources Play and Learn Games by Dr. Linda & Dr. Al

Fill-the-House Lotto Games

(Play with house boards and their window cards.) ...... 2 Card Games

(The following 5 variations are played wih the same deck of cards.)

Crazy Eights ...... 3

Memory ...... 4

Old Maid ...... 5

Go Fish ...... 6

War ...... 7

Spelling Showdown (use with Tiger Tuesday letter flash cards) ...... 8

Word Lists for Spelling Showdown ...... 9

Reading Race (use with Tiger Tuesday lotto window cards) ... 10

Note: As learning while having fun is the ultimate goal, adults or older children should help younger or struggling players as necessary. As most games have alternate rules, use variations or modify rules as appropriate.

Designed by Linda Silbert, PhD & Alvin J. Silbert, EdD, all games are research based. © 2012-2016 Strong Learning, Inc. • 845-628-7910 • [email protected] © Strong Learning, Inc. Tiger TuesdayStrongLearningStore.com® Learning Games • •StrongLearningStore.com TigerTuesday.com • TigerTuesday.com 1 MAKES L NG EA NI R R N A IN E G L H

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T N S Object: Players try to be the first to correctly fill all the windows on their houses. ™ Learning Resources Contents: 12 house boards, 48 window cards by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen.

Directions—2 -12 Players 1. Shuffle and deal the same number of “house” boards to each player (from 1-6 boards, depending on the age and number of players). Place unused house boards and their associated window cards aside. Shuffle the “window” cards and place them face down in a deck. 2. The first player picks a window card from the deck, covering the answer on the card with their thumb, and says aloud what is written in the center of the card. Either alone or together, players decide which “house” (family) the window card belongs to. Place the card on the correct house board (which may be in front of another player). Checking the answer on the window card is a good idea to be sure it’s on the correct house. (Soon they’ll know the answers and won’t need to check.) 3. Play continues clockwise around the table, with each player taking turns drawing and reading the window cards aloud. 4. The player who is first to correctly fill the windows on all their houses is the winner.

Directions—1 Player 1. Shuffle the house boards and place them face up on the table. 2. Shuffle the window cards and place them in a pile face down. 3. Use a timer to see how long it takes to correctly fill the windows of all the houses. 4. Record the time. 5. Reshuffle house and window cards and play again, each time trying to correctly fill all the houses faster than the time before.

Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H

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S ™ (Object: Players try to be first to discard all of their cards. Learning Resources by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen.

Directions — 2 or More Players - Crazy Eights with Phonemes 1. Set aside the “Old Maid” card. Keep “Wild” cards in the deck. 2. The dealer shuffles the deck and deals 5 cards to each player. The remaining cards are placed face down in a “draw” pile. The top card from the draw pile is turned face up to start a “discard” pile. Each player removes any matching pairs and places them on the table. 3. The player to the dealer’s left starts play by looking at his or her hand to see if he or she has a card with a word that includes the phoneme on the top card of the discard pile. If the player does, he or she selects the card, reads the word on the card, and places it face up on the discard pile. Play continues with the next player. If the player does not, the player continues drawing cards from the draw pile and places them in his or her hand until he or she draws a card with the matching phoneme. When the matching phoneme is drawn, the player reads the word on that card and places it face up on the discard pile. In addition, if any of the cards picked up match a word in his or her hand, the word is read and the pair is placed on the table. 4. During any turn, a Wild Card may be placed on the discard pile face up. The player then says, “I’m changing the phoneme to ____,” to change the play to favor the phonemes in his or her hand. The player then discards one card with that phoneme. Play continues with the next player. 5. When all cards are drawn from the draw pile, reshuffle the discard pile, turn over the top card and continue playing. 6. The game continues until one player has no more cards in their hand, either by discarding his or her final card or drawing a pair of the in his or her hand. This player is deemed the “winner.” Note Crazy Eights can be played with any decks that contain wild cards. Matches In most games, the same words are a match. In the VCE game, a match is the word and the same word ending with ‘e’, e.g. hop and hope. (Refer to the Word List Card to see all matches for that deck.)

Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H

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T N S Object: Players select matches from overturned cards—by chance or by ™ Learning Resources remembering their locations. The player with the most matches wins. by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen.

Directions — 2 or More Players 1. Set aside the “Old Maid” card. Place other non-playing cards face up on the table to be referred to as needed. Shuffle playing cards. 2. Place all playing cards face down in the center of the table. Initially, begin with rows and columns. 3. The first player turns over two cards in place. The playerreads aloud the words on both cards. If the cards match, the player moves them to his pile and goes again. If the cards do not match, they are returned face down in the same place and the turn moves to the player to the left. 4. The game ends when no more cards are face down on the table. 5. The player with the most matches wins.

Notes: One Player. When playing alone, use a stopwatch and try to find all matches in the least amount of time. Young Players. For young children, put fewer pairs face down on the table. Also, be helpful as appropriate. Matches. In some games, the same words are a match. In other games, different cards are a match. (Refer to the Word List Card to see all matches for that deck). Examples of matches: • In most games, the same word or phrase on both cards • In the VCE game, “hop” and “hope” • In the Compound Words game “cup” and “cake” • In the Homophones game “beet” and “beat” • In math games, cards with equal values, e.g., “6x6” and “36” or “12 inches” and “1 foot”

Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H

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T N S Object: Players try to get matches while trying to avoid being ™ Learning Resources the last player to hold the Old Maid card. by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen.

Directions — 2 or More Players 1. Place non-playing cards face up on the table to be referred to as needed. Keeping the “Old Maid” card in the deck, shuffle the deck. 2. The dealer shuffles the deck and deals until all cards are dealt. (It’s okay that some players may be dealt one more card than others.) 3. Players place matches in their hands face up in the center of the table. (Players may help one another at this time.) After all matches are removed, players shuffle their remaining cards. 4. The dealer starts play by spreading out his/her cards (face down) to the player to the left, who draws 1 card. If the drawn card makes a match, the player reads aloud the word or phrase on the cards and discards the pair face up in the middle of the table. (Other players should be helpful.) 5. This player then offers the hand face down to the player to the left, who then chooses one of the cards, and so on, in a clockwise direction. 6. Players no longer holding any cards are considered “safe.” 7. The game continues without them until all cards have been discarded except for the Old Maid. 8. The last player holding the Old Maid card loses.

Matches In some games, the same words are a match. In other games, different cards are a match. (Refer to the Word List Card to see all matches for that deck). Examples of matches: • In most games, the same word or phrase on both cards • In the VCE game, “hop” and “hope” • In the Compound Words game “cup” and “cake” • In the Homophones game “beet” and “beat” • In math games, cards with equal values, e.g., “6x6” and “36” or “12 inches” and “1 foot”

Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H

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S ™ Learning Resources Object: Players try to get matches and be first to discard all of their cards. by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen.

Directions — 2 or More Players 1. Set aside the “Old Maid” card. Place “Help” cards face up on the table. The dealer shuffles the deck and deals 5 cards to each player. The remaining cards are placed face down in a “draw” pile. Players remove any matches in their hands and place the cards face up in front of them. 2. The player to the dealer’s left starts play. A turn consists of selecting a card from one’s hand and asking any other player for the matching card. (See below for sample phrases.) 3. If the asked player has the matching card, he must give it to the player who asked for it, who then places the pair face up in front of him and goes again.

If the player asked does not have the matching card, the player says, “Go fish!” The asker must then take the top card of the “draw” pile.

If the drawn card is a match, the asker discards the match, but does not get another turn. If the drawn card is not a match, the asker keeps it and the turn passes to the player to the left. 4. The game continues until one player matches the last card in his hand and places the cards on the table. 5. In the event that the draw pile is depleted while everyone is still holding cards in hand, the player with the highest number of matches is the winner.

Matches In some games, the same words are a match. In other games, different cards are a match. (Refer to the Word List Card to see all matches for that deck). Sample phrases when playing Go Fish with non-matching cards: Here are some phrases that may be used when asking for matches. • VCE Game: If ‘hop‘ is selected, the player says, “I have ‘hop.’ Do you have ‘hope’?” • Compound Words: If ‘cup‘ is selected, the player says, “I have ‘cup.’ Do you have ‘cake’?” • Homophones: If ‘beat‘ is selected, the player says, “I have b-e-a-t as in ‘The drum beat is loud.’ Do you have b-e-e-t as in ‘A beet is red’?” • Contractions: If ‘could not‘ is selected, the player says, “I have ‘could not.’ Do you have ‘couldn’t’?” • Math: If the card with ‘36‘ is selected, the player says, “Do you have a match for 36?”

Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com MAKES L NG EA NI R R N A IN E G L H

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S ™ Object: Players try to end up with all the cards. Learning Resources by Dr. Linda & Dr. Al Message For Parents and Teachers • Adults or older children should help younger or struggling players as necessary. • Feel free to use variations or modify rules as appropriate. • Answers are always available during play and it’s okay for players to use them. As they play they’ll refer to them less and less, and eventually, not at all. • Remember, learning is the goal. When kids are engaged because they’re having fun, learning will happen. Directions — 2 Players - Reading and Math Games 1. Set aside the “Old Maid” card. Place other non-playing cards face up on the table to be referred to as needed. 2. The dealer shuffles the deck and deals out all cards face down into two piles, one pile for each player. 3. Play begins with both players turning their top card face up, placing them side-by-side on the table.

For reading games, the player with the highest card (alphabetically, where “z” is highest) reads aloud the word(s) on each card and places them at the bottom of their packet.

For math games, the player with the highest card value takes both cards and places them at the bottom of their packet. For example, in the Addition game, “4 + 9” (“13”) is greater than “5.” In the Multiplication game, “56” wins over “4x4.” 4. As before, each player puts down another card, and so forth. 5. If the two overturned cards match, “WAR” begins. Each player puts three more cards face down and one more card face up, forming two piles of five cards.

For reading games, the player with the highest card (alphabetically, where z is highest) reads aloud the word(s) on the top card of both piles, and takes all the cards in both piles, placing them face down at the bottom of their packet.

For math games, the player whose card has the highest value of the last two cards played takes all cards in both piles. Players place any card(s) they take face down at the bottom of their packet. 6. As before, each player puts down another card, and so forth. The game continues until one player has no more cards. The player with all of the cards wins. Matches In some games, the same words are a match. In other games, different cards are a match. (Refer to the Word List Card to see all matches for that deck). Examples of matches: • In most games, the same word or phrase on both cards • In the VCE game, “hop” and “hope” • In the Compound Words game “cup” and “cake” • In the Homophones game “beet” and “beat” • In math games, cards with equal values, e.g., “6x6” and “36” or “12 inches” and “1 foot”

Researched based games by Linda Silbert, PhD & Alvin J. Silbert, EdD © Strong Learning, Inc. • 845-628-7910 • [email protected] • StrongLearningStore.com Spelling Showdown For Tiger Tuesday® Reading Program

Object: Players or teams try to be the first to spell the given words using letter flashcards. Directions for Reading Readiness Levels

Alphabet Version F599A & F599B. Arrange the cards in front of the player(s). As the youngest children may not be comforable with play involving competition, simply ask children to locate and hold up individual letters. For example, the caller says, “Find the letter ‘g’ or Find the letter ‘R.’” When using both decks simultaneously, the caller says, “Find the lower case letter ‘g’ or Find the upper case letter ‘R.’”

Consonant Version F600. Use one or two decks depending on whether playing with individuals or teams. You or the child(ren) arrange the cards in front of them. The Caller Says: “What letter does the word ‘cat’ begin with?” Or, “What letter does the word ‘dog’ end with?” Do: Provide little rewards as appropriate.

Directions for Reading Levels 1-5 — Teams (2 or More Players) Give each team a Letter Flash Card deck and have them arrange cards in front of them. The Caller Says: I’m going to say a word. Using the letters on the cards in front of you, spell the word. Say “done!” as soon as you arrange the letters in the correct order. The first team to spell the word correctly gets 10 points. Continue with the next words. 100 points wins the game. (See directions below for reading readiness versions.) Do: Reward “winning” team stickers or small prizes when they receive 100 points. It’s a good idea to reward the “losing” team also as it keeps the game fun, even for children who are struggling.

Directions — 1 Player Give the child a Letter Flash Card deck and have them arrange cards in front of them. The Caller Says: I’m going to say a word. Using the letters on the cards in front of you, spell the word. in less than 30 seconds (vary as appropriate.) The letters have to be arranged in the correct order. If you can spell the word in less than 30 seconds you receive 10 points. Continue with the next words. 100 points wins the game. Do: Give the child a sticker or small prize when he/she receives 100 points.

Note to Teacher: Using flashcards provided with the Tiger Tuesday module, the words may be spelled out on a table, desk, floor or, using magnetic tape, on a white board or other magnetic board.

© Strong Learning, Inc. Tiger Tuesday® Learning Games • StrongLearningStore.com • TigerTuesday.com 8 Spelling Showdown For Tiger Tuesday® Reading Program

Word Lists (Levels 1-5) Level 1 — CVC Words bat, bin, bit, bun, cop, cot, den, dig, fan, fat, fed, fig, fin, fit, fun, get, got, hat, hop, hot, hug, jug, kit, led, man, men, mop, net, pan, pen, pet, pin, pig, pit, pot, pun, rat, red, rug, sun, tan, ten, tin, tug, van, wed, wet, wig, win Level 2 — VCE Words cake, make, bake, rake, mine, fine, dime, lime, line, same, name, cane, lane, tame, hope, rope, nine, five, live, cube, bride, ride, slide, glide, skate, bone, cone, home, joke, kite, like, mule, rule, pine, pride, dome, date, late, slate, crate, bike, like, hole, stove, plate, space, late, fire, pole, froze, safe, nice, ice, grape, face, vine, life, flute, twine, whole, outside, gate, smile, came, shine, pile, rose, arose, wide, rode, time, tame, blame, lace, case, phone, dine, rude, quake, shake Level 3 — Vowel Digraphs Words soap, read, week, coat, blue, play, pie, toe, snow, snail, goat, float, pail, rain, brain, chain, low, slow, glow, seed, weak, main, pain, stain, soak, bead, need, weed, neat, sleet, peek, team, moat, clue, due, true, clay, day, hay, lay, may, pay, ray, stay, say, way, tie, die, lie, doe, foe, hoe, bow, blow, grow, mow, row, sow, tow, jail, fail, hail, mail, nail, quail, rail, sail, tail, claim, sprain, plain, train, gain, meet, pleat, seat Level 4 — R-Controlled Words farm, girl, burn, barn, dirt, sort, fern, turn, corn, harp, shark, germ, birthday, orbit, nurse, burst, number, over, bark, charm, smirk, fort, born, gerbil, spark, sport, north, turf, blur, fisherman, chart, arch, firm, swirl, fork, curve, splinter, starve, scar, whirl, chirp, organ, cord, disturb, permit, lumber, tarnish, tar, sir, third, organ, border, urban, party, tiger, rumor, ever, sure, were, silver. Level 5 — Diphthongs Words soil, toy, paw, ouch, moon, down, read, how, night, blew, toil, flight, yawn, mouse, pound, loose, noodle, hook, clown, sleigh, fawn, spool, hood, pool, suit, steady, slight, chew, foil, loud, grew, howling, took, enjoy, blew, head, crowd, blouse, wood, spoon, moonlight, plowed, laundry, join, bread, weigh, boot, soil, shield, claw, frown, fool, gown, soup, crew, mound, bright, plowed, towel, freight, drew, droop, feather, draw

© Strong Learning, Inc. Tiger Tuesday® Learning Games • StrongLearningStore.com • TigerTuesday.com 9 Reading Race—Card Game For Tiger Tuesday® Reading Program Object: Player races against the clock reading words from the window cards of a lotto game to accumulate points to win small prizes.

Directions — 1 Player and Adult 1. Use only the Lotto window card deck. Shuffle the deck. 2. The adult puts 3 window cards face up in front of the player and keeps time with a stop watch or timer. If the player can read all three words he/she gets points according to the chart below. 3. The adult tallies the points. 4. The adult puts out 3 new window cards, and so forth. 5. Play continues until the child accumulates the desired number of points. 6. Optionally, if the child wants to continue playing after going through all 48 cards, either re-shuffle the same deck and continue or switch to a set of window cards from a different lotto game.

Note: As improved reading fluency is the desired outcome, it is perfectly okay for the player to practice reading the words prior to being timed. Increase the number of cards from 3 to 4 or more at a time during play. However, don’t exceed the number of cards that the player can do in the fastest, or second fastest, time category. The below below is just a suggestion. Modify it as appropriate for each child. Prizes can be anything reasonable: stars, stickers, M & M’s, jelly beans, cookies, meatballs, etc. Reading Race—Point Chart 0-5 seconds 20 points 6-10 seconds 15 points 11-15 seconds 10 points 16-20 seconds 5 points

100 points 2 prizes 300 points 3 prizes 500 points 4 prizes 600 points 5 prizes

© Strong Learning, Inc. Tiger Tuesday® Learning Games • StrongLearningStore.com • TigerTuesday.com 10