top of page
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:
Each student must go up to the board at least once
No bad talking between teams or you get a 10 second penalty
Once a paper is set in a category, it cannot be changed until the end
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)
bottom of page