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Rhyme-O, Box II
John Arena

Academic Therapy Publications, 1999 - 120 pages

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Great Game for Creating Phonemic Awareness

Rhyme-O is a wonderful card game for teaching native speakers or non-native speakers about rhyming words in English. There are actually three different Rhyme-O decks in one box: 1 green, 1 red, and 1 blue. Each deck contains 40 cards: thirteen books of three rhyming cards each, plus one wild card that counts as a free book.

In each deck except the green one, the words rhyme because they have endings that are spelled the same. For example, "get, wet, let". The green deck, which is suitable for more advanced students, has words that rhyme, but do not have endings that are spelled the same. For example, "freight, date, wait".

Instructions are included for several ways to use the cards in class, with suggestions for follow-up activities.



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There are three different Rhyme-O decks. Each deck contains 40 cards: thirteen books of three rhyming cards each, plus one wild card that counts as a free book. In each deck, except the green deck, the words rhyme because they have endings that are spelled the same. For example, "get, wet, let." The green deck has words that rhyme, but do not have endings that are spelled the same. For example, "freight, date, wait." The decks are color-coded. Usually only one deck at a time is used, however, two decks may be shuffled together and used in one game if more than four children are playing. Four cards are dealt to each player. The dealer becomes "it." The child who is "it" may ask his opponent for a matching card. For example, any of the following may be used: Do you have a card with the "at" ending? or Do you have a card that rhymes with "hat?" or "It" may show his card to his opponent. If his opponent has such a card, he says, "Yes, I have 'at' as in 'bat'" and relinquishes that card to the child who is "it." All the "at" cards the opponent holds must be relinquished to "it." If he does not have such a card, he says "No Rhyme-O" and "it" loses his turn to the player on his right, but gets to draw one card from the stack. If the child should draw an "at" word, he gets another turn as "it." The player with the most books wins.

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