MOODDirectcharacterizationTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.Explain howkey wordsimpact theoverall meaningand tone of thetext.TerrorSprintedALLUSIONPriorKnowledgeANALOGYJollyAnalyzeTextContextExcitementYesIndirectCharacterization Shows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.ToneEffectof tonein a textInfact;reallyHurryHighlightGraphicOrganizerDreadMOODDirectcharacterizationTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.Explain howkey wordsimpact theoverall meaningand tone of thetext.TerrorSprintedALLUSIONPriorKnowledgeANALOGYJollyAnalyzeTextContextExcitementYesIndirectCharacterization Shows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.ToneEffectof tonein a textInfact;reallyHurryHighlightGraphicOrganizerDread

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