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Phonemic awareness games for small groups, with data

By the IEP Atlas editorial teamLast updated

Short answer

Good phonemic awareness games for small groups give every student a turn every few seconds and target one skill. Try sound bingo, a mystery bag, I spy sounds, freeze and segment, a stacking-block game and chain pass. Keep each game to 5 to 8 minutes, and mark every student's answers on a group data sheet so the game doubles as progress monitoring.

Games keep a group of 5- and 6-year-olds working through the tenth item. They also have a cost. A board game where each child waits for three others to roll a die can give each student 6 sound turns in 10 minutes. A well-designed game gives 30 or more. The difference is whether the game is built around answering or around waiting.

The six games below are built around answering. Each targets one skill from the phonemic awareness continuum. The second half of the page shows how to record every student's answers on one sheet, so the game also gives you data. The pillar on phonemic awareness interventions covers the teaching routine these games support.

What makes a game worth the time

  • One skill. A game that mixes rhyme, blending and deletion makes errors hard to read.
  • Many turns. Everyone answers every item, or turns rotate in seconds.
  • Quick feedback. The adult hears each answer and corrects on the spot.
  • New words. The words change each time the game is played.
  • Letters when ready. The same game works with letter cards once the group knows them.

Six games for small groups

1. Sound bingo (first sound isolation)

Each student has a bingo card of 9 pictures. Say a sound: "/f/." Students cover any picture that starts with /f/ and say the word. Everyone answers every call. Use letters on the cards instead of pictures once students know them.

2. Mystery bag (blending)

Put small objects in a bag: a cup, a pin, a bus, a sock, a fan. Reach in and say the sounds of one object: "/k/ /u/ /p/." Students blend and say the word together, then you pull it out. Next, one student at a time blends, and the others check with a thumbs up.

3. I spy sounds (blending with the room)

"I spy something that sounds like /d/ /e/ /s/ /k/." Students blend and point. Then a student takes a turn giving the clue, which practices segmenting too. Use objects in the room: door, desk, clock, book, map.

4. Freeze and segment (segmenting)

Play music for a few seconds. When it stops, say a word. All students freeze and tap out the sounds on their arm: "/m/ /o/ /p/." Call on one student to say the sounds aloud. The music resets attention every 15 to 20 seconds.

5. Stacking blocks (any skill)

Use a stacking block tower. A student must answer an item correctly before pulling a block, then the next student goes. Ask items fast; a turn should take under 15 seconds. This works for any skill, but it has the most waiting, so keep the group to 3 students.

6. Chain pass (sound changes)

Pass a ball. The first student says a word: "cat." The adult says a change: "/k/ to /h/." The student holding the ball says "hat" and passes it. Use letter tiles in the middle of the table once the group knows the letters; the student with the ball changes the tile. For chains, see phoneme substitution activities.

How many turns each game gives

These are rough counts for a group of 4 playing for 8 minutes, to help you choose.

GameSkillTurns per student in 8 minutesBest for
Sound bingoFirst sound20 to 25 (all answer each call)Early K
Mystery bagBlending15 to 20K
I spy soundsBlending, segmenting10 to 15K and 1
Freeze and segmentSegmenting15 to 20K and 1
Stacking blocksAny6 to 10Motivation, small groups only
Chain passChanging sounds8 to 12Grade 1 and up

Using the group data sheet during a game

The group data sheet has one row per student and a box for each item. It lets you track 3 to 5 students at once. Here is how to use it for a game.

  1. Set the sheet up before the game. Write each student's name in a row. Write the skill and the IEP goal number next to any student with a goal for that skill.
  2. Choose which items count. You cannot score every turn in a fast game. Score the first 10 individual turns for each student. Choral answers do not count.
  3. Mark each scored item. Use a plus for correct, a minus for an error and P if you gave a prompt before the answer. Mark it right after the student answers, not at the end.
  4. Total each row after the game. Write the count of pluses out of 10 at the end of the row.
  5. Transfer IEP data weekly. Once a week, copy each IEP student's total to that student's goal graph. One game a week can serve as the weekly probe if the items match the goal's conditions.
  6. Decide what to change. If a student scores under 5 of 10 two weeks in a row, reteach that skill outside the game, or move the student to an easier version.

For more on running data for several students at once, see group data collection in special education.

Worked example: a group of four

A fictional 1st grade intervention group plays freeze and segment twice a week. Luis has an IEP goal for segmenting 4-sound words. The other three students are in tier 2. The teacher scores 10 individual turns per student each Thursday.

StudentWeek 1Week 2Week 3Week 4Week 5
Luis (IEP)3 of 104 of 105 of 107 of 108 of 10
Student B6 of 108 of 109 of 109 of 10moved up
Student C5 of 106 of 108 of 108 of 109 of 10
Student D2 of 102 of 103 of 10small group change5 of 10

Student D stayed at 2 or 3 of 10 for three weeks, so the teacher gave D extra Elkonin boxes work with chips before the game. Luis's Thursday scores went straight onto his goal graph.

Luis's goal: "Given 10 spoken words of 4 sounds, Luis will say each sound in order for 8 of 10 words on 2 consecutive weekly probes." Baseline: 3 of 10. See tap out each sound in words with blends.

Common mistakes

  • Weak: A board game where students roll dice and move pieces. Better: Games where every move requires a sound answer.
  • Weak: Scoring only the students who answer loudest. Better: Score 10 individual turns per student, even if the quiet ones need a direct call.
  • Weak: Counting choral answers as data. Better: Choral answers are practice. Only individual answers go on the sheet.
  • Weak: Mixing three skills in one game. Better: One skill per game, so the data tell you what to teach next.
  • Weak: The same 20 picture cards every week. Better: Rotate new words so scores reflect skill, not memory.

Tools and templates

Short, frequent probes graphed over time are what make the group's data useful for decisions.[1] A game scored the same way each week can supply them.

Frequently asked questions

What are good phonemic awareness games for small groups?

Games where every student answers often and only one skill is practiced: sound bingo for first sounds, a mystery bag for blending, freeze and segment for segmenting, and chain pass for changing sounds. Avoid games built around waiting for a turn.

Can a game count as progress monitoring data?

Yes, if you score individual answers the same way each time and the items match the goal's conditions. Score 10 individual turns per student, not choral answers, and record them on a group data sheet.

How long should a phonemic awareness game last?

About 5 to 8 minutes. That is long enough for every student to answer many items and short enough to leave time for phonics and reading in the same session.

Use it in IEP Atlas

Sources

  1. Progress Monitoring: Data & Goal Setting, National Center on Intensive Intervention

Written and checked by the IEP Atlas editorial team under our editorial policy. This guide describes general practice and federal rules. It is not legal advice; your state may add requirements, and the IEP team makes the decisions for each student.

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