THINKALOUDPARKINGLOTSMALLGROUPPROJECTNOTESGUIDINGQUESTIONSMARKTHETEXTRESEARCHTO APPLYCONCEPTSSUMMARIZINGLEARNINGLOGCORNELLNOTESFLASHCARDSEXITSLIPQUESTION-ANSWER-RESPONSEAGENDAGRAPHICORGANIZERVOCABULARYBUILDINGQUICKWIRTESTURNANDTALKGRAPHICORGANIZERTEAMACTIVITY-TIMINGCOSTA'SLEVLESOFTHINKINGGAMERULESCHANGETHERULES OFA GAMERULESTHINKALOUDPARKINGLOTSMALLGROUPPROJECTNOTESGUIDINGQUESTIONSMARKTHETEXTRESEARCHTO APPLYCONCEPTSSUMMARIZINGLEARNINGLOGCORNELLNOTESFLASHCARDSEXITSLIPQUESTION-ANSWER-RESPONSEAGENDAGRAPHICORGANIZERVOCABULARYBUILDINGQUICKWIRTESTURNANDTALKGRAPHICORGANIZERTEAMACTIVITY-TIMINGCOSTA'SLEVLESOFTHINKINGGAMERULESCHANGETHERULES OFA GAMERULES

WICOR PE - Call List

(Print) Use this randomly generated list as your call list when playing the game. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


1
R
2
I
3
C
4
O
5
I
6
R
7
C
8
R
9
W
10
W
11
C
12
W
13
I
14
O
15
O
16
R
17
W
18
C
19
W
20
O
21
I
22
O
23
I
24
R
  1. R-THINK ALOUD
  2. I-PARKING LOT
  3. C-SMALL GROUP PROJECT
  4. O-NOTES
  5. I-GUIDING QUESTIONS
  6. R-MARK THE TEXT
  7. C-RESEARCH TO APPLY CONCEPTS
  8. R-SUMMARIZING
  9. W-LEARNING LOG
  10. W-CORNELL NOTES
  11. C-FLASH CARDS
  12. W-EXIT SLIP
  13. I-QUESTION-ANSWER-RESPONSE
  14. O-AGENDA
  15. O-GRAPHIC ORGANIZER
  16. R-VOCABULARY BUILDING
  17. W-QUICK WIRTES
  18. C-TURN AND TALK
  19. W-GRAPHIC ORGANIZER
  20. O-TEAM ACTIVITY- TIMING
  21. I-COSTA'S LEVLES OF THINKING
  22. O-GAME RULES
  23. I-CHANGE THE RULES OF A GAME
  24. R-RULES