Finally, a fun way to reinforce the vocabulary of literature with small groups or the whole class! This familiar activity will have students actively thinking about the words Blue Balliett used to bring the characters of Chasing Vermeer to life. Because students only have to recognize the word matching the definition, not generate it, it is ideal for discussing both new and familiar terms. Two complete games are included – chapters 1-12 and 13–24. 30 game boards are included in each set to allow for whole class participation. The special calling cards, featuring fold over flaps to hide the answers, also give you the option of using them in centers - small group of students can play independently without a bingo caller. 30 vocabulary words are used on the cards, but each board only has 25; students have to really think about the words and their definitions, because they may not have a word to match every definition called. Options for extending play past the traditional 5 in a row format increase the learning potential.
The words in the first set are absentminded, agitate, anonymous, collaboration, credulity, curator, disoriented, distracted, elegance, exhilarating, guild, gullible, incalculable, inevitable, inexplicable, ingenious, intriguing, labyrinth, lopsided,
luminous, mediocre, obscurity, pretentious, profound, reproduction, senile, sinister, subdued, titter and tragic.
The second set features the words accusation, archive, brusque, cavernous, conspicuous, correspondence, dilemma, dismal, emerge, fraud, glower, idealistic, idyllic, imperious, indelible, jostle, murky, outrage, overwrought, preoccupied, queasy, reclusive, reminiscing, ruthless, scurry, slither, speculate, unbearable, valid and vigorously.