YesDreadContextExcitementGraphicOrganizerEffectof tonein a textTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.Explain howkey wordsimpact theoverall meaningand tone of thetext.Shows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.PriorKnowledgeANALOGYTextHurryAnalyzeToneHighlightInfact;reallyMOODIndirectCharacterization ALLUSIONJollyTerrorDirectcharacterizationSprintedYesDreadContextExcitementGraphicOrganizerEffectof tonein a textTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.Explain howkey wordsimpact theoverall meaningand tone of thetext.Shows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.PriorKnowledgeANALOGYTextHurryAnalyzeToneHighlightInfact;reallyMOODIndirectCharacterization ALLUSIONJollyTerrorDirectcharacterizationSprinted

RI.9-10.4 TONE AND MOOD OF A TEXT - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. 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.


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  1. Yes
  2. Dread
  3. Context
  4. Excitement
  5. Graphic Organizer
  6. Effect of tone in a text
  7. Tell the reader what the character looks like, is dressed like, or what they do for a living.
  8. Explain how key words impact the overall meaning and tone of the text.
  9. Shows the reader parts of the character through their actions, thoughts, speech, and dialogue.
  10. Prior Knowledge
  11. ANALOGY
  12. Text
  13. Hurry
  14. Analyze
  15. Tone
  16. Highlight
  17. In fact;really
  18. MOOD
  19. Indirect Characterization
  20. ALLUSION
  21. Jolly
  22. Terror
  23. Direct characterization
  24. Sprinted