Keep language therapy fun, exciting and engaging. Answering “INFERENCING” questions is a higher-level abstract reasoning skill. Explicity teaching and reinforcing inference making leads to better outcomes in overall reading and listening comprehenson and abstract reasoing. It requires students to make educated guesses based on previous knowledge and experiences. This game targets the development of the student’s ability in the area INFERENCING. It assists young children in developing their verbal reasoning skills. “INFERENCING: Get, Give & Gumballs Galore!” provides therapists with a fun and motivating game to use with their school aged students. This game allows therapy sessions to be motivating as well as productive. The preparation time is extremely minimal for the therapist and the game format is simple for even the youngest students.
• LOCATION INFERENCES
• ACTION INFERENCES
• AGENT INFERENCES
• OBJECT INFERENCES
• FEELING INFERENCES
• TIME INFERENCES
➢ Oral expression
➢ Critical thinking
➢ “GUMBALL MACHINE” mat (included)
➢ “INFERENCE” Question cards (included)
➢ “GRAB” and “GIVE” cards (included)
➢ Tokens or chips for each student
Begin by reviewing with your students what an inference is by using the enclosed signs. Discuss together.
2 to 6 players
• Print “GUMBALL MACHINE “mat (page 4) on cardstock and laminate for durability. One copy for each student playing the game will be needed.
• Print one copy of the “INFERENCE” question cards (pages 6-23) on cardstock and laminate for durability. Cut apart picture cards. If you find there are too many cards you may choose the ones you wish to use each time you play the game.
• Print two copies of special “GRAB” and “GIVE” cards (page 5) on cardstock and laminate for durability. Cut apart cards.
• Pass out “GUMBALL MACHINE” mat and tokens to each student and you are ready to begin.
Playing The Game:
Shuffle all “INFERENCE” question cards with “GRAB” and “GIVE” cards. Place in a pile face down in front of students.
Choose a student to go first. Each player will take a turn. The student draws the top card from the pile. The therapist or the student then reads the question on the card. Once the student answers the question correctly he/she then receives the number of gumballs indicated at the top of the card (1,2 or 3) in tokens. The student places the tokens on his/her “ GUMBALL MACHINE” mat. If a “GRAB” card is picked, the player GRABS 1 or 2 gumballs (tokens) from another students GUMBALL MACHINE mat. If the student cannot answer correctly he/she will not receive the gumballs/tokens indicated. Play then proceeds to the next student. If a “GIVE” card is picked, the player GIVES 1 or 2 gumballs (tokens) to another students of his/her choice to place on their GUMBALL MACHINE mat. Play then proceeds to the next student.
The winner is the player who covers all his/her gumballs with tokens on his/her GUMBALL MACHNE mat first or if time runs out the player with the most gumballs covered is the winner.