FOUR FUN READING COMPREHENSION ACTIVITIES FOR ANY NOVEL!!!!!
- Four game boards containing literal, inferential, & real-world and personal (reader) connection comprehension questions.
- Also contain questions on language, literary style, theme, author’s purpose, and other literary elements.
- Designed for use in English classrooms, grades 6 – 8.
- Game boards may be used in various ways; for journaling, homework, while reading or as consolidation.
- Can be adapted for use as individual, partner or group-work, with and without teacher supervision.
- Games require decks of playing cards and dice (or computer generations – random.org has playing card generators and dice rollers).
- Students enjoy the random and gamified nature of the activities, while reflecting on their reading and analyzing literature through cooperative learning activities.
- Questions are recycled across the four game boards.
***GAME ONE: PLAYING CARD QUESTIONS***
- (Print out pages two and three on double-sided paper)
- ORIGINAL GAME:
- 2 students (or small groups) take turns drawing cards at random, answering questions which correspond to the suit and number. The game is not designed to have a “winner.” More independent students could be trusted to play alone, while weaker students may need a teacher or aide to make sure questions are answered at a good standard.
- Questions are (roughly) divided by suit: Spades = Plot & Setting; Clubs = Writing and Language; Hearts = Character; Diamonds = Author’s Purpose and Theme.
- Students may refer to the book during the game. The Clubs questions, especially, require specific examples from the book.
Teacher gives a specific group of questions for homework or journaling and students provide written answers, e.g. “This week’s homework is Hearts” or “Today answer all the Aces, please.”
***GAME TWO: ROLL THE DICE***
- Give students a game board each.
- 2 – 4 students take turns rolling dice and answering corresponding questions.
- Students must answer every combination of dice (21 combos). The first student to do so, is the winner.
- Students who already have a combo, cannot get its mirror, e.g., 3, 4 and 4,3. They must skip a turn.
- Students can keep check of their answers with the tally sheet provided.
Project the game board onto a wall or whiteboard and play as a class in teams.
***GAME THREE: COORDINATING QUESTIONS***
- Print out pages 6 and 7. You may print them back to back with reliable students; make separate copies for students who you know will be unable to resist peeking.
- In small groups, have students choose coordinates randomly on page 6. Have them write their names in the boxes (About 4 -5 questions per student. It doesn't’t matter if not every question is answered).
- Students complete their “chosen” questions in their notebooks.
- Blow up page 6 to A3 or bigger and have students write their answers in the blanks as groups.(After choosing questions randomly).
***GAME FOUR: FOUR IN A ROW***
- 2 students (or small groups) play tic-tac-toe with the game board on page 8.
- Students take turns choosing and answering questions on the game board with the aim of getting “four in a row.”
- One student or team is O, the other X. If a student answers, he/she draws and X or O over the question square.
- The student or team with the most “four in a row”s, wins.
- The sun in the center of the board can be used by either party to make a “four in a row.”
- Give students a copy of the board game to glue in the journals or notebooks.
- Let the students choose any (for example) 5 questions for homework or journaling.
- Students should check off the questions they answer.