A high quality systematic phonic reading
resource, requiring no prior teaching experience.
Progressive and phonically structured card games for beginner
readers. Ideal for any age
Four different styles of educational card games - ensures
variety and overlearning, and creates choice.
Easy to follow progressive phonic structure .
Contains 20 card games ( 5 decks, 4 reading games per deck).
Reading Booklet, Monitoring Booklet and Instruction Booklet included.
Follows UK Government guidelines for a highly structured
systematic phonic resource.
Can be used alongside all phonic reading programmes used in
primary and secondary schools, including Letters and Sounds (phases
2 and 3) and synthetic phonics.
Multisensory resource ideal for all slow readers, not just
those with dyslexia.
SET ONE (CVC AND BLENDS) AVAILABLE NOW. SETS 2 AND 3 AVAILABLE 2009
"The TRUGS resources offer a highly structured and thoughtful
approach to the teaching of reading. They would engage even the most
disenchanted
child in the reading process by providing an effective
learning climate, which is unthreatening and fun. A box of TRUGS
should be part of an intervention
kit in every classroom!” (Anne
Shipman, headteacher)
SEE SIMULATION NOW
ORDER SET ONE NOW:
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OVERVIEW
- All the card games take a very short amount of time to play and so
concentration is maintained
- There is a competitive spirit adding a bit of fun but, with some of the
games requiring luck, the games are not taken seriously but reading is achieved
- Match it, Take it and Use it can be played with more than two players
- There are no pictures on the cards to affect peoples reading skills
- The games are ageless, to the extent that teenagers are more than happy to
play the card games
- Because there are 4 styles of card games at each stage reinforcement of each
reading stage is inevitable
- Can be played and enjoyed over and over again
The psychology behind each of the 4 card games which ensures
the fun and success that is so vital in the process of learning to read.
Guess it
- The master card ensures that the 'reader' can always see the words This
helps mastery since they read the words over and over without realising.
- When a word is not guessed and put to the bottom of the pack the 'reader'
learns to read that word in their head since they need to remember it for
later.
- The 'helper' can choose to read difficult words so that the 'reader' can
then read them later!
- It is the quickest of all the games to play.
- The 'helper' always goes last so the 'reader' will always win the last
cards. This boosts their confidence!
- Guess it can be used for single consonants and isolated vowel sounds before
whole word reading.
Match it
- Match it can be played with 2 or more players.
- There is skill in deciding which card to play
- The players are unaware how much reading they are achieving as they are so
intent on playing the game.
- The delight in getting a 'TRUGS' card to change the colour and confuse the
opposition brings in the laughter and takes away reading stress.
Take it
- Take it enables over learning, by re-reading the whole set each time cards
are 'taken'.
- The 'reader' will also learn to listen to the 'helper' when they read a
complicated word.
- There is a hysterical atmosphere since there is no skill in the game and
the cards are constantly being 'taken'!
- A player soon learns to listen to other players reading words, since they
know they may well have to read the same words if they ‘take’ them later,
thus maintaining interest.
Use it
- Use It begins to develop their skills in sentence construction.
- The 'helper' can encourage good use of language and award a bonus point at
their discretion
- the 'reader' can be helped with sentence construction i.e. only use ‘and’
once, and suggesting using linking words like 'because' etc.
- it gives the 'reader' an opportunity to demonstrate their sentence
construction skills without the constraints of having to write.
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