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EDITABLE AUTO-FILL: Summer Themed Activities: A perfect way to differentiate your Summer School Activities! Not just for sight words! Practice Math facts, letters, etc.
12 Different Activities
❤️ COLOR AND BLACKLINE
✅Generated from YOUR LIST automatically simply by TYPING your 10 items ONCE!
Type in letters, sight words, or math facts... whatever skill you'd like students to practice!
✅ 2 Different Game Boards with Spinners
✅ 4 Different Scrambled Bingo Boards
✅2 Color By Code
✅ 2 Roll and Write
✅ 2 Cut and Glue
✅ 2 Spin and Color
✅ 2 Roll and Color
✅ 6 Cards Games: Go Fish, Memory, Shark Attack, Old Maid, Follow the Path, and Roll and Read
✅I Have... Who Has...?
✅ Optional Recording Sheets & Awards
❤️ Related Products
Directions for the Card Games
Game 1: Concentration/Memory
20 Cards (10 pairs) Place the cards face down in 4 rows of 5. Students play Memory or Concentration, turning over 2 cards at a time and keeping them if they match AND they can read the word and/or use it in a sentence or say the letter or solve the math fact depending on what you have on the cards. The game is over when all cards are gone. The winner is the student with the most cards. Keep cards that belong together in individual baggies. Students can record the words on the matching optional recording sheets.
Game2: Shark Attack (Old Maid Style)
Place one Shark card with the set of 20 cards. All the cards are dealt, face down. It doesn’t matter if some players end up with more cards than others. The players then sort their cards, keeping them hidden from all other players. Anyone holding pairs of matching cards, with the same item, should put them down face up. The player to the left of the dealer then fans his or her cards in his or her hand so s/he can see them all, although s/he keeps them hidden from the other players. (If you prefer, each student can be given a piece of construction paper folded the long way and set it up tent style to place the cards against.) S/he asks the player on his or her left, who cannot see them, to take a random card from the fan. If the card s/he picks matches any s/he already has, s/he puts down the pair. If not, s/he keeps it in his or her hand. Then, s/he, in turn, fans his cards and offers them to the player on the left. This continues until all the cards have been put down in pairs, except the Shark Card (old maid card), which is left alone and cannot be paired. The person left holding the Shark card loses the game. Players can be asked to read the cards and/or record them as they put down their pairs of matching cards, or they can record the words when the game is over.
Game 3: Shark Attack Dare!
Add one, two or three Shark cards to any set of Memory Cards. Shuffle cards, and place cards face down in a pile. Students take turns declaring how many cards they think they can draw and read before drawing a Shark card: 1 card, 2 cards or 3 cards. If the student draws a Shark Card before his or her goal is met, s/he must return all cards to a discard pile. The winner is the student with the most cards when all word cards have been drawn.
Game 4: Roll and Read!
Select just the cards that a particular group of students needs to practice. Place cards face down in a pile. Students roll a die to see how many cards they can pick. Students keep each card that they correctly read. The game is over when all cards have been drawn. The winner is the student with the most cards.
Game 5: Follow The Path
Select the words that a group of students needs to practice. Students line up the cards face up as though they are on a path. This creates a “follow the path” type game. Each student has a game token. Students take turns rolling a number die, moving that number of spaces along the path and reading the word that is on the space where the student lands. The winner is the player to first reach the end of the path. For more fun, you could put in a few Shark Cards, and if a player lands on one, s/he loses a turn OR gets an extra turn, or whatever you choose.