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VTech Fishing For Phonics Parents' Manual page 6

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FISHIN G FOR PHO NICS™ ACTIVITIES
ACTIVITY 1 - LETTERS AND BLENDS
How Can You Help?
• Allow your child plenty of free time to explore this activity. Ask your child to
find the letters and the blends on this game. He or she should say the name
of the letters and blends once he or she has found them. Then he or she
should press down the button to see if he or she guessed the correct answer
and also to hear the sound the letter or blend makes.
• When your child presses a key, a sample word will be given to demonstrate
how the letter or blend sounds in a word. Ask your child to think of addi-
tional words that begin with that letter or contain that blend.
• In everyday life, be sure to ask your child what sound he or she hears at the
beginning of certain words. For example: family names, store names, friends'
names, articles of clothing,etc.
ACTIVITY 2 - FIND THE LETTERS AND BLENDS
This activity reinforces knowledge of letters and blends. Your child will be asked
to find a certain letter or blend on the keyboard after hearing its phonetic
sound. He or she should then press that button to answer.
Learning Benefits for Your Child - Find the Letters and Blends is designed to
Learning Benefits for Your Child -
Learning Benefits for Your Child -
Learning Benefits for Your Child -
Learning Benefits for Your Child -
apply the skills that were taught in the first activity. Your child will be asked to
find letters and blends based on the phonetic sounds he or she hears. Your
child will be exposed to both beginning and ending blends including CL, GL, SL,
FL, PL, BR, DR, CR, GR, FR, PR, SM, SP, ST, SN, SC, SW, SK, ND, NG, TR, BL and LP. This
activity will help children develop auditory discrimination.
ACTIVITY INSTRUCTIONS:
1. Slide the activity selector to the second activity. You
will hear "Let's go fishing." followed by a short tune,
the activity name and instructions such as "What letter
says 'buh'?" or "What blend says 'bl'?" The timer will
then begin as a "Tick Tock" sound effect is heard.
2. Your child must press a letter or blend button to
answer the question. The fisherman should then be
pressed to stop the timer. If your child forgets to stop
the timer, he or she will be prompted to do so soon
after a button has been pressed.
(continued)
5

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