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Vocabulary (Homophones): Dear Deer Grade: Kindergarten Common Core: Vocabulary Acquisition and Use: 4.

Determine or clarify the meaning of unknown and multiple-meaning words and phrases based on grade 2 reading and content, choosing flexibly from an array of strategies. a. Use sentence-level context as a clue to the meaning of a word or phrase. 5. Demonstrate understanding of word relationships and nuances in word meanings. a. Identify real-life connections between words and their use (e.g., describe foods that are spicy or juicy) Formal Objectives: - Identify words that are homophones. - Provided examples of homophones. - Provide the meaning of each word in a homophone pair. Informal Objectives: - Share the game pieces with others - Work well in groups - Listen to the story - Enjoy reading/listening to stories Materials: - Dear Deer: A Book of Homophones by: Gene Barretta - Dry Erase Board/Smart Board (writing tools as well) - Homophone Win, Lose or Draw/ Homophone Rummy Cards Connection to Textbook: Tompkins suggests teaching students new vocabulary through minilessons about individual words and word learning strategies; engaging children in word-study activities, such as word posters, word maps, and word sorts, so they can deepen their understanding of specific words; develop childrens word consciousness by demonstrating curiosity about words, teaching about words, and involving them in wordplay activities. (184) Additionally, Tompkins specifically mentions teaching students about homophones since students tend to mix up homophone meanings and spellings. It also lists childrens books that utilize homophones including Dear, Deer. Instructional Procedures: 1. Read Dear Deer following the Interactive Read-Aloud format. (procedure found in textbook on page 350)

2. Discuss the book with the students following the ending of the story. Eventually direct the focus of the discussion to Homophones. Explain/define what a homophone is. Provide students with examples (from the story) and non-examples. 3. Have students identify other homophones in the story. 4. Introduce Homophone Win, Lose, or Draw activity or Homophone Rummy. Homophone Win, Lose or Draw: Four or more students work in teams to draw and guess each others words in a game that resembles charades. 1. Write homophone pairs on cards and shuffle. 2. Students/Teacher divides the group into two equal teams, and one player from each team is selected as the artist for that round. The artist must draw a picture representing the given homophone which will elicit the homophone itself, the spelling, and the meaning. 3. A card is pulled from the deck and shown simultaneously to the artists for both teams. As the artists draw, their teammates call out possible answers. When the correct words is offered, the artist calls on someone to spell both words in a pair. 4. A point is awarded to the team that provides the correct information first. Play proceeds in the same fashion. Homophone Rummy: This activity is suitable for two to six students. The object of the game is to discard all of the cards in one had as well as to get the most number of homophone pairs or points. Prepare several homophone pairs. (26 pairs, 52 cards) 1. Each player is dealt 10 cards (two players); 7 cards (three to four players); 6 cards (five to six players). 2. Players check their hands for already existing pairs. Once a pair is discovered, the meaning for each word is given in order to receive points. In giving definitions, the players may use the actual word in a sentence to show the meaning until they become well versed in homophone definitions; then, they must give a definition of the word separate from its use in a sentence or a synonym for the word. Each pair receives one point; any additional homophone pair receives an extra point. EX: 1 point for3. The remainder of the deck is placed in a central location as the drawing pile in which the first card is turned up. 4. The person on the left of the dealer goes first. Each player draws from the deck or the discarded pile. The player lays down any pairs as described in step 2. The player must discard one card to end the turn. **NOTE**: If a card is taken from the discard line, all cards appearing below the card wanted also have to be taken. Also, the top card must be used. 5. The game is over when one player has no cards left. That person yells/says RUMMY! Then the pairs are counted up.

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