MOODHighlightExcitementSprintedALLUSIONHurryContextPriorKnowledgeANALOGYExplain howkey wordsimpact theoverall meaningand tone of thetext.Tell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.JollyShows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.GraphicOrganizerDirectcharacterizationInfact;reallyYesEffectof tonein a textAnalyzeDreadTerrorTextToneIndirectCharacterization MOODHighlightExcitementSprintedALLUSIONHurryContextPriorKnowledgeANALOGYExplain howkey wordsimpact theoverall meaningand tone of thetext.Tell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.JollyShows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.GraphicOrganizerDirectcharacterizationInfact;reallyYesEffectof tonein a textAnalyzeDreadTerrorTextToneIndirectCharacterization 

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