Shows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.ALLUSIONYesToneTextTerrorMOODPriorKnowledgeANALOGYExplain howkey wordsimpact theoverall meaningand tone of thetext.JollyDirectcharacterizationAnalyzeEffectof tonein a textHurryIndirectCharacterization SprintedInfact;reallyGraphicOrganizerDreadExcitementTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.HighlightContextShows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.ALLUSIONYesToneTextTerrorMOODPriorKnowledgeANALOGYExplain howkey wordsimpact theoverall meaningand tone of thetext.JollyDirectcharacterizationAnalyzeEffectof tonein a textHurryIndirectCharacterization SprintedInfact;reallyGraphicOrganizerDreadExcitementTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.HighlightContext

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