Dolch sight word games


Dolch Sight Words Games for Kids Online

Dolch Sight Words Games: Learning the English Language Made Fun!

Whether your son or daughter is a kindergartener or is in the first or second grade, our colorful and animated Dolch Sight Words Games will make it a breeze for them to practice and learn new words. Plus, it will also allow the kids to improve their vocabulary while developing their reading skills. 

The process of learning how to read can be a little challenging for most kids. So, once your kid gives a thumbs up to the 26 letters and the sounds of the alphabet, it is time to begin their reading lessons. Most importantly, you should make sure to help your kid understand that the letters they have learned might not behave as expected when it comes to making words with them. There would be silent consonants and vowels, the same letter producing different sounds, and much more. No wonder English is a very quirky language.

Dolch words refer to high-frequency English vocabulary. These words help prepare your kids to read. Once the kids learn to recognize them on their own, their reading will become fluent. Dolch words are also known as sight words, and they comprise around 50% to 70% of the English vocabulary of reading materials in grade school. Plus, kids and adults with learning difficulties like dyslexia can also benefit from sight words.

SplashLearn’s unique range of online sight word games will help parents and teachers streamline the learning process by allowing their children to learn and memorize the commonly used words. If the kids can do it successfully, they can identify those words on sight. 

Do you want to have a look at the list of Dolch Sight Words Games we have for your kids? What are you waiting for? Sign up with SplashLearn now!

Dolch Sight Words Games

Minecart Rules the Roost: Understanding and spotting sight words instantly is a crucial step in learning how to read. And, none other than Minecart to help your little ones do that.  Play this exciting and educational game with your child and help them gain firm control on sight words. Our interactively and colorfully designed interface will keep your child hooked to the game.

What Sound Did the Sight Word Produce?: Sight and sound make a great pair as far as reading is concerned. Therefore, decoding a sight word from its sound is as important as identifying it on sight. The fun game from SplashLearn's collection will help your kid identify the sight words by the sounds they make. An all-encompassing lesson, indeed!

Dolch Sight Words Games: Practice and Practice More: Are you sure that your kid understands sight words properly? Well, even if you are not, sit back and relax. This tactically designed game follows a timed mode. It tests the knowledge of your kid about identifying sight words by their respective sound.  

These are some of the most exciting ways which can help your child learn the art of reading. But, our list of games does not end here. There are many more super-stimulating games available with us.

Making Reading Easier for the Little Ones

Most children run away from studying as most of us did. Remember your childhood days? However, with so many unique solutions around and a do-it-differently approach, you can make learning fun and how. Here are some valuable tips for you:

  • Initially, your kids or students might not get the games right. Try not to force them into doing something. Help them understand the gameplay and be patient.
  • Make it a regular habit of playing along with your kids. It motivates them like nothing else.
  • Play as teams and let them win at times, even if you are winning. It encourages them a lot.

At SplashLearn, we strive to help every child have impeccable reading, writing, and speaking skills. Sign up with us and let your child develop all these skills flawlessly.

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Dolch Word Games – Dolch Word

This page has links to lots of free online Dolch word games to help you learn those all-important sight words. Just click the picture to play the game you want to try. All of the games here are free to use and should work well on tablet or on computer.

Sight Word Safari

Sight Word Safari is a great way to learn Dolch sight words. At the start of the game you have a choice of whether to play with a mouse or a touchscreen device, so it’s suitable for playing on a tablet or computer.

You can also choose from Kindergarten Words, First Grade Words, Big Words and Numbers and Colors.

You will hear a word and you need to click the animal showing the matching word.


Teach Your Monster – Sighties Hide and Seek

You have to be quite quick to catch the words in this Teach Your Monster game.

Listen carefully and you will hear a word. Wait for the matching word to pop up

This game is easy to start off with, as there are just two words to choose from. As you advance it will get harder with more words to choose from.


Out of Sight Words

Out of Sight Words is a very simple game for word recognition.

There are ten stages to choose from. Each stage has a scene with words at the bottom.

Click on a word, then find the matching object, then click it in the picture.

This game has the words in capital letters.


Submarine Spelling Practice

Submarine Spelling Practice is a great game for learning to spell the Dolch sight words.

At the start of the game, you can choose your level – Pre-Primer, Primer, First Grade, Second Grade, Third Grade or All Words.

You will hear a word, then see the letters that make up the word, but in the wrong order.

Click and drag the letter tiles into the correct order to spell the word.


Starfall Sight Words Match

Starfall Sight Words Match is a classic memory game. Click a card to turn it over and reveal the word. Click another card and see if you can find a matching pair.

When you find a match you will hear the word and it will move to the grid at the bottom to show your progress.

When you’ve completed all the matches, the game will move on to a new level with more words to match.


Kitten Hop Dolch Word Recognition Game

Kitten Hop is a fun game that will help you to recognise Dolch Words.

A word is read out, and you have to click on the matching word to hop forwards.

You are racing against other kittens, so don’t take too long to find the correct word!


Dolch Word Snowball Fight Game

You will hear a word (if you miss it, there’s a repeat word button).

Click on the matching word to throw a snowball at the polar bear.

If you choose the right word your snowball will splodge the polar bear. If you’re wrong, you will get snowballed!


Sight Word Smash Game

When you start the game you can choose to practice Kindergarten, 1st Grade, Big Words or Numbers & Colors.

Listen out for a word, then click the matching word brick. If you’re right the brick will smash.

Once you’ve smashed all the bricks in the wall you can play again to practice more words.


Dolch Sight Word Bingo

When the game starts you can choose the word group you’d like to work on: Pre-Primer, Primer, 1st Grade, 2nd Grade, 3rd Grade, Nouns or All Words.

Next you can choose the size of grid you want to use – the bigger the grid the harder the game.

You will hear a word and you need to find it in your grid and click it. If you’re right a bug will appear.

When you’ve found a line of bugs it’s bingo and you will unlock a new Bingo Bug to add to your collection.


10 word games that will entertain the whole family

They will help pass the time for those who are very, very bored, and at the same time train their memory and repeat the rules of spelling. These games have a huge plus: they don't need any "special equipment" at all. You can play at home (and without being distracted from other things: at the same time, for example, removing toys), in the car and even on the phone when you are forced to be in quarantine.

1. “Two letters”

A complicated version of the usual word game: you need to come up with a new word not for the last letter, but for the last two: "parsley - cabbage - plate - cuttlefish - heron - frog - quarantine".

2. "What's in the middle?"

Name any 2 letters: for example, "P" and "A". The task of other players is to come up with as many words as possible, where "P" will be the first", "A" - the last. "turnip", "rhyme", "rumba", "rocket", "rowan", "chamomile", "reconnaissance" and even "reconnaissance"!

3. “Packing the suitcase”

The driver says: “I'm going to the country house and I'm taking some important things with me” and lists 2-3. The trick is that all these things have one common feature. (It is better to choose something non-obvious). For example, he thought that he takes everything yellow with him. And he says: "I take a bottle of oil and a bouquet of buttercups."

Players should be asked questions (Can I bring my bike? Cat? Textbook?) trying to figure out how things get into the suitcase.

4. “Where did the vowels hide?”

Name 2 (for older children you can also 3. 4) vowels: "I", "A". You need to quickly come up with words that have these vowels. It can be complicated by agreeing that they should be in a certain order: “fox”, “willow”, “cornfield”, “nettle”, “titmouse”.

5. "Guess the homonyms"

Guess a couple of homonyms (words that sound the same and different in meaning) and describe: "It can be small and iron - noisy and wet" ("key"). What other homonyms can you think of? "Bow, weasel, brush, pen, mink, leaf, mouse, shop, braid, kiwi, fox".

6. “What is right? «

Name any feature - the other player must quickly list any items that match it: the more, the better. For example, you say "warm". What is suitable? “Compote”, “rain”, “hugs”, “wishes”, “battery”…

7. “Five words”

The main thing in this game is to keep a fast pace. The one who drives asks the question: "What can ... write?" The other player must quickly list 5 words: "Letter, essay, poetry, dictation, testament" . We change places: "What can be ... broken?" "Vase, cup, heart, ice, plate" .

8. "Confusion"

Name any word by confusing syllables or letters in it, the child's task is to guess and name correctly. "shokak - cat", "fonsmart - smartphone", "asmoronid - currant".

9. Alphabetically

You must list all the objects that you see around you, starting with the first letter of the alphabet. Everything on "A", then on "B", and so on. For example, in an apartment it is "azalea", "mezzanine", "album", "arch", "baton", "balcony", "beads" ...

10. "Continue the word"

The leader calls any syllable, players take turns (as quickly as possible!) must continue it so that the word “ be- - birch, coast, insomnia, run, gasoline” ...

Read also:

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Photo: Olga Pedan, Bilibin Maksym, Maya Kruchankova/shutterstock. com

game development

Word games • Arzamas

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Primer “A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Oral games

Associations

Game for a big company. The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Upon returning, the player asks the others questions - what flower do you associate this person with, what vehicle, what part of the body, what kitchen utensils, etc. - in order to understand who is hidden. Questions can be very different - this is not limited by anything other than the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts. If the company is small, you can expand the circle of mutual acquaintances who are not present at that moment in the room, although the classic version of "associations" is still a hermetic game.

Game of P

A game for a company of four people, an interesting variation on the "hat" theme (see below), but does not require any special accessories. One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter "p" (any, except for the same root). That is, the word "house" will have to be explained, for example, as follows: "I built - I live." If you couldn’t guess right away, you can throw up additional associations: “building, premises, space, the simplest concept ...” And at the end add, for example, “Perignon” - by association with Dom Perignon champagne. If the guessers are close to winning, then the facilitator will need comments like “about”, “approximately”, “almost right” - or, in the opposite situation: “bad, wait!”. Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

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Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Say the Same Thing

An upbeat and fast-paced game for two, named after a video clip by the inventive rock band OK Go, from which many people learned about it (the musicians even developed a mobile application that helps to play it from a distance, although it is currently unavailable). The meaning of the game is that on the count of one-two-three each of the players pronounces a randomly chosen word. Further, the goal of the players is, with the help of successive associations, to come to a common denominator: for the next time, two or three, both pronounce a word that is somehow connected with the previous two, and so on until the desired coincidence occurs. Suppose the first player said the word "house" and the second player said the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say "store". But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since it’s impossible to repeat - neither the store nor the refrigerator will fit, and you will have to think, say, before "refrigerator" or "IKEI". If the original words are far from each other (for example, "curb" and "weightlessness"), then the gameplay becomes completely unpredictable.

Characters

A game for the company (the ideal number of players is from four to ten), which requires from the participants not only a good imagination, but also, preferably, a little bit of acting skills. As usual, one of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain "b", "s" or "b" do not fit). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word. Imagine, for example, that a company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will be with indoor, the second - t erpel, the third - a secondary, the fourth - p asylum, the fifth - and mane and the sixth - to ovary. The returning player is greeted by a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image. The only condition is that as soon as the presenter pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Recognize the song

A game for a company of four to five people. The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each word. For example, the song “Let there always be sun” is guessed: one player gets the word “let”, the second - “always”, the third - “will be”, the fourth - “sun”. The host returns and begins to ask questions - the most varied and unexpected: "What is your favorite city?", "Where does the Volga flow?", "What to do and who is to blame?". The task of the respondents is to use their own word in the answer and try to do it in such a way that it does not stand out too much; you need to answer quickly and not very extensively, but not necessarily truthfully. Answers to questions in this case can be, for example, “It’s hard for me to choose one city, but let today be Rio de Janeiro" or "Volga - into the Caspian, but this does not happen always , every third year it flows into the Black". The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

Tip

A game for four people divided into pairs (in principle, there can be three or four pairs). The mechanics is extremely simple: the first player from the first pair whispers a word (a common noun in the singular) into the ear of the first player from the second pair, then they must take turns calling their associations with this word (in the same form - common nouns; cognate words cannot be used ). After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed - and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move. For example, suppose there are players A and B on one team, and C and D on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair of C and D scores a point, but if he says, for example, "youth", then the move goes to player A, who, using the word "age" suggested by C (but discarding the irrelevant to the case "youth" from D), says to his partner B: "age, man." Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that it is about the age when boys turn into men), then C, to whom the move suddenly returned, will say " age, man, eightieth birthday”, and here, probably, “old man” will be guessed. In one of the variants of the game, it is also allowed to "shout": this means that, having suddenly guessed what was meant, the player can shout out the option not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point. They usually play up to five points.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
IPU

Game for a big company. Here we are forced to warn readers that, having seen this text in full, you will never be able to drive again - the game is one-time.

Spoiler →

First, the player who gets to drive leaves the room. When he returns, he must find out what MPS means - all that is known in advance is that the bearer of this mysterious abbreviation is present in the room right now. To find out the correct answer, the driver can ask other players questions, the answers to which should be formulated as “yes” or “no”: “Does he have blond hair?”, “Does he have blue eyes?”, “Is this a man?”, “He in jeans?", "Does he have a beard?"; moreover, each question is asked to a specific player, and not to all at once. Most likely, it will quickly become clear that there is simply no person in the room who meets all the criteria; Accordingly, the question arises, according to what principle the players give answers. "Opening" this principle will help answer the main question - what is MPS. The Ministry of Railways is not the Ministry of Communications at all, but m oy p equal s seated (that is, each player always describes the person sitting to his right). Another option is COP, to then to answered to last (that is, everyone talks about who answered the previous question).

Contact

A simple game that can be played with a group of three or more people. One thinks of a word (noun, common noun, singular) and calls its first letter aloud, the task of the others is to guess the word, remembering other words with this letter, asking questions about them and checking if the presenter guessed. The facilitator's task is not to reveal the next letters in the word to the players for as long as possible. For example, a word with the letter "d" is guessed. One of the players asks the question: “Is this by chance not the place where we live?” This is where the fun begins: the host must figure out as quickly as possible what the player means and say “No, this is not“ house ”” (well, or, if it was a“ house ”, honestly admit it). But in parallel, other players also think the same thing, and if they understand what “house” means before the leader, then they say: “contact” or “there is contact”, and start counting up to ten in chorus (while the count is going on, the presenter still has a chance to escape and guess what it is about!), and then they call the word. If at least two matched, that is, at the expense of ten they said “house” in chorus, the presenter must reveal the next letter, and the new guesser version will already begin with the now known letters “d” + the next one. If it was not possible to beat the host on this question, then the guessers offer a new option. Of course, it makes sense to complicate the definitions, and not ask everything directly - so the question about "home" would sound better like "Is this not where the sun rises?" (with a reference to the famous song "House of the Rising Sun" by The Animals). Usually, the one who eventually gets to the searched word (names it or asks a question leading to victory) becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Writing games

Encyclopedia

Not the fastest, but extremely exciting game for a company of four people - you will need pens, paper and some kind of encyclopedic dictionary (preferably not limited thematically - that is, TSB is better than a conditional "biological encyclopedia"). The host finds a word in the encyclopedia that is unknown to anyone present (here it remains to rely on their honesty - but cheating in this game is uninteresting and unproductive). The task of each of the players is to write an encyclopedic definition of this word, inventing its meaning from the head and, if possible, disguising the text as a real small encyclopedic article. The presenter, meanwhile, carefully rewrites the real definition from the encyclopedia. After that, the “articles” are shuffled and read out by the presenter in random order, including the real one, and the players vote for which option seems most convincing to them. In the end, the votes are counted and points are distributed. Any player receives a point for correctly guessing the real definition and one more point for each vote given by other participants to his own version. After that, the sheets are distributed back and a new word is played out - there should be about 6-10 of them in total. You can also play this game in teams: come up with imaginary definitions collectively. The game "poems" is arranged in a similar way - but instead of a compound word, the host selects two lines from some little-known poem in advance and invites the participants to add quatrains.

Game from Inglourious Basterds

A game for a company of any size that many knew before the Quentin Tarantino film, but it does not have a single name. Each player invents a role for his neighbor (usually it is some famous person), writes it on a piece of paper and sticks the piece of paper on his neighbor's forehead: accordingly, everyone sees what role someone has, but does not know who they are. The task of the participants is, with the help of leading questions, the answers to which are formulated as “yes” or “no” (“Am I a historical figure?”, “Am I a cultural figure?”, “Am I a famous athlete?”), to find out who exactly they are. In this form, however, the game exhausts itself rather quickly, so you can come up with completely different themes and instead of famous people play, for example, in professions (including exotic ones - "carousel", "taxidermist"), in film and literary heroes (you can mix them with real celebrities, but it’s better to agree on this in advance), food (one player will be risotto, and the other, say, green cabbage soup) and even just items.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Bulls and cows

A game for two: one participant thinks of a word, and it is agreed in advance how many letters should be in it (usually 4-5). The task of the second is to guess this word by naming other four- or five-letter words; if some letters of the named word are in the hidden one, they are called cows, and if they have the same place inside the word, then these are bulls. Let's imagine that the word "eccentric" is conceived. If the guesser says “dot”, then he receives an answer from the second player: “three cows” (that is, the letters “h”, “k” and “a”, which are in both “eccentric” and “dot”, but in different places). If he then says "head of head", he will no longer get three cows, but two cows and one bull - since the letter "a" in both "eccentric" and "head" is in the fourth position. As a result, sooner or later, it is possible to guess the word, and the players can change places: now the first one will guess the word and count the bulls and cows, and the second one will name his options and track the extent to which they coincide with the one guessed. You can also complicate the process by simultaneously guessing your own word and guessing the opponent's word.

Intellect

Writing game for the company (but you can also play together), consisting of three rounds, each for five minutes. In the first, players randomly type thirteen letters (for example, blindly poking a book page with their finger) and then form words from them, and only long ones - from five letters. In the second round, you need to choose a syllable and remember as many words as possible that begin with it, you can use single-root ones (for example, if the syllable "house" is selected, then the words "house", "domra", "domain", "domain", "brownie", "housewife", etc.). Finally, in the third round, the syllable is taken again, but now you need to remember not ordinary words, but the names of famous people of the past and present in which it appears, and not necessarily at the beginning - that is, both Karamzin and McCartney will fit the syllable "kar" , and, for example, Hamilcar. An important detail: since this round provokes the most disputes and scams, game participants can ask each other to prove that this person is really a celebrity, and here you need to remember at least the profession and country. Typical dialogue: "What, you don't know Hamilcar? But this is a Carthaginian commander!” After each round, points are counted: if a particular word is the same for all players, it is simply crossed out, in other cases, players are awarded as many points for it as the opponents could not remember it. In the first round, you can still add points for especially long words. Based on the results of the rounds, it is necessary to determine who took the first, second, third and other places, and add up these places at the end of the game. The goal is to get the smallest number at the output (for example, if you were the winners of all three rounds, then you will get the number 3 - 1 + 1 + 1, and you are the champion; less cannot be purely mathematical).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Frame

A game for any number of people, which was invented by one of the creators of the Kaissa chess program and the author of the anagram search program Alexander Bitman. First, the players choose several consonants - this will be the frame, the skeleton of the word. Then the time is recorded (two or three minutes), and the players begin to “stretch” vowels (as well as “й”, “ь”, “ъ”) onto the frame to make existing words. Consonants can be used in any order, but only once, and vowels can be added in any number. For example, players choose the letters "t", "m", "n" - then the words "fog", "cloak", "mantle", "coin", "darkness", "ataman", "dumbness" and other. The winner is the one who can come up with more words (as usual, these should be common nouns in the singular). The game can be played even with one letter, for example, "l". The words “silt”, “lay”, “yula”, “aloe”, “spruce” are formed around it, and if we agree that the letter can be doubled, “alley” and “lily”. If the standard "framework" is mastered, then the task may be to compose a whole phrase with one consonant: a textbook example from the book by Evgeny Gik - "Bobby, kill the boy and beat the woman at the baobab."

Chain of words

Game for any number of players. Many people know it under the name "How to make an elephant out of a fly", and it was invented by the writer and mathematician Lewis Carroll, the author of "Alice". The “chain” is based on metagram words, that is, words that differ by only one letter. The task of the players is to turn one word into another with the least number of intermediate links. For example, let's make a "goat" from a "fox": FOX - LINDE - PAW - KAPA - KARA - KORA - GOAT. It is interesting to give tasks with a plot: so that the “day” turns into “night”, the “river” becomes the “sea”. The well-known chain, where the "elephant" grows out of the "fly", is obtained in 16 moves: FLY - MURA - TURA - TARA - KARA - KARE - CAFE - KAFR - MURDER - KAYUK - HOOK - URIK - LESSON - TERM - DRAIN - STON - ELEPHANT (example of Evgeny Gik). For training, you can compete in the search for metagrams for any word. For example, the word "tone" gives "sleep", "background", "current", "tom", "tan" and so on - whoever scores more options wins.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Hat

A game for a company of four people, requiring simple equipment: pens, paper and a “hat” (an ordinary plastic bag will do). Sheets of paper need to be torn into small pieces and distributed to the players, the number of pieces depends on how many people are playing: the larger the company, the less for each. Players write words on pieces of paper (one for each piece of paper) and throw them into the "hat". There are also options here - you can play just with words (noun, common noun, singular), or you can play with famous people or literary characters. Then the participants are divided into teams - two or more people each; the task of each - in 20 seconds (or 30, or a minute - the timing can be set at your own choice) to explain to your teammates the largest number of words arbitrarily pulled out of the "hat", without using the same root. If the driver could not explain a word, it returns to the hat and will be played by the other team. At the end of the game, the words guessed by different representatives of the same team are summed up, their number is counted, and the team that has more pieces of paper is awarded the victory. A popular version of the game: everything is the same, but in the first round the players explain the words (or describe the characters) orally, in the second round they show in pantomime, in the third round they explain the same words in one word. And recently a board game has appeared, where you need not only to explain and show, but also to draw.

Telegrams

Game for any number of players. The players choose a word, for each letter of which they will need to come up with a part of the telegram - the first letter will be the beginning of the first word, the second - the second, and so on. For example, the word "fork" is selected. Then the following message can become a telegram: “The camel is healed. I'm flying a crocodile. Aibolit". Another round of the game is the addition of genres. Each player gets the task to write not one, but several telegrams from the same word - business, congratulatory, romantic (the types of messages are agreed in advance). Telegrams are read aloud, the next word is chosen.

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