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Zero Conditional - Type 0 - Task Cards - Kaboom Game - Scoot - Sentence Domino

50 unique task cards focused on teaching **if-clauses **and the use of the **REAL CONDITIONAL. **Each task card contains a picture prompt. Use them to play Kaboom Game or Scoot, they are great for Centers, **Quiz Games, **can be used as **Bell Ringers. **Low prep, just print out and cut up.

**Sentence domino **as a BONUS - ideal for fast finishers!

Contains:

  • 50 unique task cards - they double up as Kaboom! sentence cards and Scoot cards
  • 10 Kaboom! cards
  • 4 answer sheets for Scoot
  • 12 sentence domino cards
  • instructions
  • keys

INSTRUCTIONS:

Fact or Fiction?

  • cards number 1 - 20 that can be used as a lead-in activity with the whole class - great for reinforcing the notion, that zero conditionals are used to express FACTS
  • the teacher or children read the zero conditional sentence, the students then decide whether the statement is true or false
  • you can turn it into a web quest by asking your students to research the false statements on the internet
  • these cards can also be used in the Kaboom! game or Scoot game

Kaboom! Game

  • print out and cut up the numbered sentence cards and Kaboom! cards, laminate (optional)
  • put them in a receptacle of your choice
  • decide on how long you want to spend on this activity and set a timer
  • pupils take turns pulling out a card and finishing or making a sentence using cues and picture prompts
  • if they say it right, they get to keep the card
  • if they get it wrong, they put it back
  • the next pupil takes a turn
  • if they pull out a Kaboom! card, they put all their cards back, feel free to use as many (or as few) Kaboom! card as you wish
  • pupil with the most cards at the end wins

Scoot Game

  • use the numbered sentence cards, each student gets a recording sheet
  • place one card on each student's desk. If you have fewer students than cards, feel free to not use the whole deck.
  • plan a route, make sure your students understand which way they are supposed to move
  • start the game by having each pupil write the answer to their card on their answer sheet
  • when students are finished, call out "SCOOT" and they move to their neighbour's desk where they write the answer to the card on that desk
  • call out "SCOOT" again, students move again, continue until students have answered all the cards
  • answer sheets can be corrected with the whole group, in pairs or collected for a later correction

If you loved this product, please be sure to come back to my store and leave feedback. 

MCC

$3.20

Resource Type

Activities, Games, Printables

PDF, 26 pages


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