Reading Games Lesson Plan: Long Vowel Phonemes - 'er'

- Interactive Whiteboard Lesson Plan
- Individual Computer Lesson Plan

 

Interactive Whiteboard Lesson Plan

Overview

  • Click and drag the long vowel er sound to make new words
  • Click the instruction box for the next word, or to make Mango go flying with her friends
  • Continue clicking and dragging the er sounds until the reading game is complete

Context of Lesson

To make er words by clicking and dragging the er sound

Resources Required

Interactive whiteboard, small individual whiteboards and pens, small cards (A4 pdf) with 'e', 'r' and 'er' on, enlarged words from the game (A4 pdf - pepper, letter, serve, never, number, herd, summer, river, hotter), prepared homework literacy worksheet (A4 pdf)

Learning Objectives

  • To recognise, read and spell words constructed with the long vowel er sound
  • Identify the constituent parts of the two-syllable and three-syllable words to support the application of phonic knowledge and skills

Using the Reading Game

  • Teacher to select two pupils from the class and ask them to come to the front. Give one selected pupil the 'e' sound card and the other selected pupil the 'r' sound card. Ask them both to hold up their sound card.
  • Ask the class to generate some words starting with either the 'e' or the 'r' sound. Allow a few minutes for this task.
  • Teacher to ask the selected pupils to stand next to each other holding their cards close together so that the cards form the er sound.
  • Teacher to explain to the class that when the 'e' and the 'r' sounds come together in a word, their sound changes and becomes 'er' as in 'her'.
  • Teacher to load the interactive reading game Long Vowel Phonemes: Making words with the er sound on to the classroom's interactive whiteboard.
  • Read the on-screen instructions together and then teacher to model clicking and dragging, and saying the completed word.
  • For additional fun the height meter can be pointed out - how high can Mango go?
  • Allow the pupils to come to the front of the class, one at a time, to click and drag the er sound to make new words. Ensure that the class sound out the new er words as they are formed.
    Involve as many pupils with the reading game as possible - if time allows play the game more than once.
  • Teaching assistant could sit with the less able to encourage careful watching and saying of the er words.
  • PLENARY: Teacher to hand out the individual whiteboards and pens. Teacher to say an er word from the reading game and pupils to attempt to write it correctly on their boards. Allow some time for this then ask pupils to hold up their whiteboards. Teacher to check the class's attempts and then display the enlarged word. Ask the pupils to compare their er word with the enlarged er word. Did they get it right? (A4 pdf - pepper, letter, serve, never, number, herd, summer, river, hotter)

Literacy Homework

On the prepared worksheet, pupils to choose three words that have the er sound in them and write them in a list with an accompanying illustration.
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Individual Computer / Computer Suite Lesson Plan

Overview

  • Click and drag the long vowel er sound to make new words
  • Click the instruction box for the next word, or to make Mango go flying with her friends
  • Continue clicking and dragging the er sounds until the reading game is complete

Context of Lesson

To make er words by clicking and dragging the er sound

Resources Required

Interactive whiteboard, PCs or laptops, multiple cards (A4 pdf) with an illustration of Mango on, prepared homework worksheet (A4 pdf)

Learning Objectives

  • To recognise, read and spell words constructed with the long vowel er sound
  • Identify the constituent parts of the two-syllable and three-syllable words to support the application of phonic knowledge and skills
  • Use mouse and keyboard skills to compose and present work

Using the Reading Game

  • Teacher to load the interactive reading game Long Vowel Phonemes: Making words with the er sound on to the computer lab's interactive whiteboard.
  • Allow pupils to talk about what they can see on the screen. Teacher to introduce Mango the parrot and together with the class to read the on-screen instructions.
  • Teacher to ask pupils if they can think of any er words that might help Mango go flying.
  • Teacher to list the er words generated on the whiteboard or a flip chart.
  • Teacher to then model clicking and dragging the er sounds for the first sequence of er words - ensuring that each newly formed word is sounded out.
  • For extra fun, teacher can point out the height meter in the top right hand corner of the reading game - how high can you make Mango go?
  • Pupils to play the reading game at their PCs or laptops - taking turns with the mouse if they are sharing and sounding out each completed er word.
  • As pupils complete the reading game, they must come and collect a picture card from the teacher.
  • Pupils to access a drawing programme - teacher and teaching assistant to support this.
  • Using the picture card as a guide, pupils to draw a picture of Mango, and possibly her basket depending on skills and time.
  • PLENARY: Pupils who have completed their pictures could print them out, and hold up to show the class. Those who have not finished could save their picture for completion at another time. End lesson by calling out as many er words as they can remember from the interactive reading game.

Literacy Homework

On the prepared homework sheet, pupils to draw a picture of Mango, and to write her name.
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