Anchor Framework Game
By John Rickey 2008 All Rights Reserved

This is a great way to teach retelling stories. Children are prompted to use shapes to drag over text to show where setting, characters, problem, solution and events in the story.  They are then shown the shapes again and asked to retell the story. Teachers can print the stories and shapes to practice in class. Teach your class how to story retell with this fun interactive game. Get Worksheets and Checklists to go with this game.

 

Story One: the Rattlesnake without a Rattle (With Timer) (Grade 2-3)
Story One: the Rattlesnake without a Rattle  (Without Timer) (Grade 2-3)
Story Two: The Frog that Couldn't Hop  (With Timer) (Grade 2-3)
Story Two: The Frog that Couldn't Hop  (Without Timer) (Grade 2-3)
Story Three: The Boy Who Wouldn't Take a Bath (With Timer) (Grade 2-3)
Story Three: The Boy Who Wouldn't Take a Bath (Without Timer) (Grade 2-3)
Story Four: The Class That Didn't Need A Teacher (With Timer) (Grade 2-3)
Story Four: The Class That Didn't Need A Teacher (Without Timer) (Grade 2-3)
Story Five: Where Are My Glasses?  (With Timer) (Grade 1)
Story Five: Where Are My Glasses?  (Without Timer) (Grade 1)
Story Six: Please Get My Keys!   (With Timer) (Grade 1)
Story Six: Please Get My Keys!   (Without Timer) (Grade 1)

 


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