Puxa-Bocas
This is the second Application Boquinhas to complement the Boquinhas Educational Technology with interactive activities and digital resources.
Ideal for attaching to literacy from 5-6 years of age.
Objectives:
• Develop spelling;
• Develop phonological awareness and speech and articulation;
• Train the clash of deaf / sound letters;
• Facilitate the exchange of letters;
• Increase the speed of reading and writing;
• Fun and fix literacy.
The game comprises three phases, with different levels of complexity and objectives, with three difficulty levels per phase.
In phases 1 and 2, analysis of spelling, a figure appears on the screen to the center. When clicked, you hear your name. Beside appear letters / mouths that word which when clicked, you can hear their sounds (phonemes). The player must pull into the circle, mouths following the written word. When it hits the sequence the game continues, you see the object, you hear the name of the figure and its spelling (names of letters).
In phase three works is the reverse process of synthesis of spelling, ie, if part-sounds to get in a word. Appear on the screen in their mouths following a figure, that when clicked, you can hear their sounds (phonemes). Appear under three figures that when clicked, you can hear their names. The player must find out what the word corresponding to those mouths, pulling it upwards. When it hits the figure, his writing (letters) appears and you hear their spelling (letter names), followed by the object name.
Each completed phase-mark the time. Each level contains five random figures to be played until they pass, so to finish the game level should be 45 words correct. The game is random and contains around 234 pictures.
Application designed by the author Renata Jardini with collaboration of Multipliers Patricia Hoffmeister and Viviani Guimarães. Developed by Daniel Taparelli. Design by Du Rodrigues.
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Ideal for attaching to literacy from 5-6 years of age.
Objectives:
• Develop spelling;
• Develop phonological awareness and speech and articulation;
• Train the clash of deaf / sound letters;
• Facilitate the exchange of letters;
• Increase the speed of reading and writing;
• Fun and fix literacy.
The game comprises three phases, with different levels of complexity and objectives, with three difficulty levels per phase.
In phases 1 and 2, analysis of spelling, a figure appears on the screen to the center. When clicked, you hear your name. Beside appear letters / mouths that word which when clicked, you can hear their sounds (phonemes). The player must pull into the circle, mouths following the written word. When it hits the sequence the game continues, you see the object, you hear the name of the figure and its spelling (names of letters).
In phase three works is the reverse process of synthesis of spelling, ie, if part-sounds to get in a word. Appear on the screen in their mouths following a figure, that when clicked, you can hear their sounds (phonemes). Appear under three figures that when clicked, you can hear their names. The player must find out what the word corresponding to those mouths, pulling it upwards. When it hits the figure, his writing (letters) appears and you hear their spelling (letter names), followed by the object name.
Each completed phase-mark the time. Each level contains five random figures to be played until they pass, so to finish the game level should be 45 words correct. The game is random and contains around 234 pictures.
Application designed by the author Renata Jardini with collaboration of Multipliers Patricia Hoffmeister and Viviani Guimarães. Developed by Daniel Taparelli. Design by Du Rodrigues.