Reading intervention games
By the IEP Atlas editorial teamLast updated
Short answer
Reading intervention games work when they give every student many correct responses on a skill already taught. Pick a game that practices one target, such as blending, a phonics pattern or phrase reading, use only words with taught patterns, and keep turns fast so each student reads 30 or more words in 10 minutes. Count responses, not just who wins.
A reading intervention game is a short, rule-based activity that turns practice into play. Games are useful for review and fluency because students will read the same words many more times in a game than on a worksheet. They fail when most of the time goes to rolling dice, waiting for a turn or chasing a game piece.
This guide lists games by skill, gives a setup routine, follows one fictional student through four weeks of game-based practice, and shows how to check that the games are helping. Games fit inside the review or practice part of a lesson like the one in the small-group reading lesson plan template.
What makes a good intervention game
- One target skill. The game practices one pattern or skill, not five.
- Taught material only. Every word uses patterns students have learned to accuracy.
- Many responses per minute. Each student reads, spells or segments often. Aim for 30 or more responses in 10 minutes.
- Short turns. Students who are waiting read along or check the reader.
- Built-in correction. The adult corrects errors right away, as in the error correction routine.
The What Works Clearinghouse guide on reading intervention describes small-group instruction that is systematic and gives students many chances to practice with feedback.[1] A game is a format for that practice, not a replacement for teaching.
Reading intervention games by skill
| Skill | Game | How it works | Responses per turn |
|---|---|---|---|
| Phonemic awareness | Sound chain | Change one sound to make a new word: cat, cap, map, mop | 1 word, said aloud |
| Phonemic awareness | Robot talk | Adult says a word in separate sounds, students blend it | 1 word |
| Phonemic awareness | Tap and sweep | Student taps a finger for each sound, then sweeps to say the word | 1 word |
| Letter sounds | Sound slap | Two letter cards down; adult says a sound; first to touch it says the sound | 1 sound |
| Phonics | Word race | Students take turns reading cards; read it right and keep it | 1 word |
| Phonics | Bang | Word cards in a cup with "bang" cards; draw and read, a bang card returns your cards | 1 word |
| Phonics | Roll and read | Roll a die, read every word in that row of a 6-row grid | 5 to 6 words |
| Phonics | Four in a row | Read a word to claim its square on a grid | 1 word |
| Heart words | Flash and write | Card shown for 3 seconds, student writes it from memory, checks | 1 word |
| Fluency | Phrase beat | Read as many phrase cards as possible in 30 seconds, then beat your score | 8 to 15 phrases |
| Fluency | Sentence relay | Partners alternate sentences in a decodable passage, then switch starting point | 4 to 6 sentences |
| Spelling | Spell and check | Adult dictates a word, all students write it, flip a card to check | 1 word each, all at once |
Games where every student responds at once, such as spell and check, give the most practice. Games where students take turns work best with 2 or 3 players.
Step-by-step: running a game in intervention
Step 1: Pick the target and the words
Choose the skill from the lesson plan and pull words from patterns students have mastered or just learned.
Example. The group finished short vowels and is learning digraphs. The word race deck has 24 cards: 16 digraph words (ship, chop, thin, whip) and 8 short vowel review words.
Step 2: Teach the rules in one minute
Explain the rules in two or three sentences and model one turn. If the rules take longer, choose a simpler game.
Example. "Read the word. If it is right, you keep the card. The most cards at the end wins."
Step 3: Keep everyone responding
Give waiting students a job: read the word in a whisper, give a thumbs up if the reader was right, or write the word on a whiteboard.
Example. While one student reads, the other two whisper-read the same card.
Step 4: Correct and track
Correct every error the same way: point, model, student reads, student rereads. Tally words read and errors for one student per game.
Step 5: Stop at 10 minutes
End before interest drops. Note which words were missed and put them in tomorrow's review.
Worked example: four weeks of game practice
Sofia is a fictional 1st grader with an IEP for reading. She knows letter sounds but reads digraph words slowly and with frequent errors. Her group plays one 8-minute game in each daily 30-minute lesson, rotating word race, roll and read and phrase beat.
Baseline. On a 20-word digraph list, Sofia reads 7 correct. On a 1-minute unpracticed grade 1 passage, she reads 19 words correct per minute with 8 errors.
During games. Her teacher tallies Sofia's words read in each game.
| Week | Words read per game (avg) | Errors per game (avg) | Digraph list (of 20) |
|---|---|---|---|
| 1 | 22 | 6 | 9 |
| 2 | 28 | 5 | 11 |
| 3 | 31 | 3 | 14 |
| 4 | 35 | 2 | 16 |
Sofia's practice rose from 22 to 35 words per game, and errors fell from 6 to 2. Her digraph list climbed from 7 at baseline to 16 of 20. These numbers are illustrations.
Measuring progress: the fluency probe
Games give practice data. Progress on the IEP goal comes from a separate weekly probe of unpracticed text. Give a 1-minute oral reading fluency probe once a week for students in intensive intervention, and every 2 to 4 weeks for students in targeted groups.
Sofia's weekly probes, recorded on the reading fluency data sheet:
| Week | Passage | Words read | Errors | WCPM | Accuracy |
|---|---|---|---|---|---|
| Baseline | Grade 1, passage 2 | 27 | 8 | 19 | 70% |
| 1 | Grade 1, passage 6 | 28 | 7 | 21 | 75% |
| 2 | Grade 1, passage 11 | 30 | 6 | 24 | 80% |
| 3 | Grade 1, passage 14 | 31 | 4 | 27 | 87% |
| 4 | Grade 1, passage 19 | 33 | 3 | 30 | 91% |
Words correct per minute is words read minus errors. Accuracy is words correct divided by words read. Sofia gained 11 words correct per minute in 4 weeks. For scoring details, see the oral reading fluency measurement guide. A matching goal might use the digraph words template or the oral reading rate template.
Common mistakes
- Weak: A board game where students spend most of the time moving pieces. Better: A game where every turn is a read, and pieces are optional.
- Weak: Mixed decks with patterns the group has not learned. Better: Decks built from taught patterns plus a few review words.
- Weak: Speed games for students who still read with many errors. Better: Accuracy first. Add timed rounds once errors are rare.
- Weak: Letting the fastest student answer for everyone. Better: Turn-taking or all-respond formats, so each student reads.
- Weak: Counting the winner as the data. Better: Counting words read and errors for each student.
- Weak: Games that shame slower readers, such as eliminations. Better: Beat-your-own-score games, where each student competes with their last round.
Adapting games for students with IEPs
Reduce the number of cards, add a picture of the target pattern at the top of the deck, or let a student point to a word instead of reading it aloud during a listening version. A student who uses AAC can play sound slap and four in a row by selecting answers. Students with attention needs often do better with short timed rounds and a visible score.
Games also work as literacy center ideas once students know the rules. Store decks by pattern in your reading intervention materials kit. For the full instruction cycle, see the reading intervention guide for students with IEPs. Goals for each skill are in the reading goal bank.
Frequently asked questions
Are games a good use of reading intervention time?
Yes, for review and practice of taught skills, when every student reads many words. Keep games to about 10 minutes of a lesson and keep explicit teaching of new skills separate.
What reading games work for one student?
Beat-your-own-score games work well one to one: phrase beat, roll and read, or word race against a timer. The student tries to read more correctly than last time, and you count words read and errors.
How do I keep games from getting too competitive?
Use games where students compete with their own last score, or play as a team against the timer. Avoid elimination games, which leave struggling readers with the least practice.
Use it in IEP Atlas
- Reading IEP goals
- Oral reading fluency measurement guide
- Reading fluency data sheet
- Phonics and decoding goals
- IEP goal checker
Related guides
- Reading intervention for students with IEPs: assess, group, teach, monitor
- Literacy centers during intervention time
- Reading intervention materials kit
- Error correction routines in reading intervention
- Phonemic awareness interventions for students with IEPs
- Tier 2 vs Tier 3 reading intervention
- Grouping students for reading intervention
- Reading intervention plan template
Sources
- Assisting Students Struggling with Reading: Response to Intervention (RtI) and Multi-Tier Intervention in the Primary Grades, What Works Clearinghouse, Institute of Education Sciences
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.