ExcitementDreadGraphicOrganizerEffectof tonein a textJollyALLUSIONANALOGYAnalyzeContextIndirectCharacterization Infact;reallyTerrorMOODTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.ToneTextPriorKnowledgeYesHurryDirectcharacterizationExplain howkey wordsimpact theoverall meaningand tone of thetext.HighlightSprintedShows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.ExcitementDreadGraphicOrganizerEffectof tonein a textJollyALLUSIONANALOGYAnalyzeContextIndirectCharacterization Infact;reallyTerrorMOODTell the readerwhat thecharacter lookslike, is dressedlike, or what theydo for a living.ToneTextPriorKnowledgeYesHurryDirectcharacterizationExplain howkey wordsimpact theoverall meaningand tone of thetext.HighlightSprintedShows the readerparts of thecharacter throughtheir actions,thoughts, speech,and dialogue.

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