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LITERARY DEVICES GAME

ELA 10 (but could be used at other levels!)

Subject/Grade:  ELA B 10

Lesson Title/Topic:  Literary devices

Teacher: Nevada Braun

Stage 1: Identifying Learning Goals

Outcome(s):  CR B10.4: Read, interpret, and summarize a wide variety of classical and contemporary literary (including drama, biography, autobiography, poetry, short stories, novels) texts.


Indicator(s):  c. Understand and apply language cues and conventions to construct and confirm meaning when reading including:

-Pragmatic cues: recognizing and comprehending language registers that are varied and used for effect (e.g., characterization, dialect) and that have been influenced by the context (e.g., community in which it was learned)

- Semantic/Lexical/Morphological cues: using a dictionary or other source to determine a word’s meaning(s), usage, pronunciation, and etymology.


f. Recognize stylistic devices and techniques such as characterization, flashback, foreshadowing, and hyperbole.


Key understanding(s): (“I can…” statements)

-I can tell a metaphor from a simile

-I can analyze metaphors and similes to understand their meaning

-I can correctly use a dictionary


Essential or Key Questions:

Do I know how to break down a simile/metaphor?

Can I find the correct definition of a word?


Stage 3: Build Learning Plan 

A game! Like a relay race but for categorizing metaphors.

-The whiteboard will be split into two sides, each side having three categories: Metaphor, simile, and other

- The students will split into two teams and name them

-the pieces of paper with sayings on them will be placed on desks in front of their respective boards, with sticky tack on the back

-Once the clock starts, the students will take turns going to the board, picking a piece of paper and putting it in the category they see fit. Then they return to their group, elbow bump with someone else and repeat until there are no more papers


RULES:

  1. Each student must go up to the board at least once

  2. No bad talking between teams or you get a 10 second penalty

  3. Once a paper is set in a category, it cannot be changed until the end

  4. After the initial game: the students will have 1 minute to switch any papers around if they need to before being corrected

HOW TO WIN:

-Fastest time wins

-Every paper in the wrong category adds 5 seconds (except the four that aren’t metaphors or similes)

-If they have any of the bonus four in the other category, they can deduct 5 seconds for every device they identify correctly

-winning team gets stickers


 Learning Closure:

Check-in to see how they did, tally up the points and give them stickers! 

**CAUTION: High school students love stickers, but they think they're too cool for them. Give them the cheesiest stickers you can find. Like dinosaurs or the Ninja Turtles. 


Materials/Resources:

-Game materials:

 Pieces of paper with

 the literary devices

-sticky tack

-whiteboard and marker

Management Strategies:

-A game to keep

the energy up

-Participation


Examples of metaphors, similes and other

Warmth blanketed the area

I’m feeling blue

I’m drowning in work                                                        

A roller coaster of emotions

Fishing for compliments   

Bubbly personality

She’s the apple of my eye

You’re a shining star

Eat like a pig

Busy as a bee

Shine bright like a diamond

Blind as a bat

Life is like a box of chocolates

I slept like a log

I have 17 000 things to do (hyperbole)

A perfect pair of pampered plush parrots (alliteration)

This sentence is a lie (paradox)

Awfully good (oxymoron)

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