ExcitementContextShows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.TonePriorKnowledgeDirectcharacterizationHighlightDreadGraphicOrganizerTextMOODYesTerrorExplain howkey wordsimpact theoverall meaningand tone of thetext.HurryEffectof tonein a textSprintedJollyANALOGYIndirectCharacterization Infact;reallyALLUSIONAnalyzeTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.ExcitementContextShows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.TonePriorKnowledgeDirectcharacterizationHighlightDreadGraphicOrganizerTextMOODYesTerrorExplain howkey wordsimpact theoverall meaningand tone of thetext.HurryEffectof tonein a textSprintedJollyANALOGYIndirectCharacterization Infact;reallyALLUSIONAnalyzeTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.

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