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Pick the Right Ending Sound: log and men Game - ELA Games

Pick the Right Ending Sound: log and men Game - ELA Games - SplashLearn

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Kids will pick the right ending sound: 'log' and 'men' to develop their english skills!

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Oh no! The words have lost their last sounds! Can your child help these words in finding their ending sounds? Choose between the options G or N.

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Letters and Sounds, English Games for 5-7 Years

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Card file of games for developing the skills of sound analysis of words | Card file for speech development (senior group):

Card file of games

for developing the skill of sound analysis of words


Prepared by Pirogova E.A.

Purpose. Exercise children in identifying the first and last sound

in words.

Equipment. Cards with subject pictures.

Game progress. 4-6 children play. Each child has 6 cards. The speech therapist begins to lay out the chain. The next picture is put by a child whose name of the depicted object begins with the sound that the word ends with - the name of the first object. The winner is the one who first lays out all his cards.

Find the place of the sound in the word.

Purpose. Exercise children in finding the place of sound in a word.

Equipment. Cards with diagrams of the location of the place of sound in words.

Game progress. Each child receives a card. The speech therapist shows pictures and names words. If the given sound is heard at the beginning of the word, you need to put a chip in the first cell. If the sound is heard in the middle of the word, the chip must be placed in the second cell. If the sound is at the end of the word of the word, the chip is placed in the third cell. The winner is the one who made no mistakes.

Match the word to the diagram.

Purpose. Exercise children in finding the place of sound in a word.

Equipment. Cards with sound arrangements in words.

Game progress. Having received a card, the child selects 3 pictures (words with a given sound), focusing on the filled square.

Find a couple.

Purpose. Exercise children in the selection of words that differ from each other in one sound. Develop phonemic awareness.

Equipment. Sound clock, a set of subject pictures, words - paronyms.

Game in progress. The speech therapist places 6 pictures on the clock. For example, spit - spit, com-house, mak-rak. Children are invited to find pictures with objects whose names sound similar and differ only in one sound. What? The child who first found these words moves the arrows to the pictures. Children find all three pairs of words. The game can be repeated by replacing the pictures with new pairs (barrel-kidney, wheelbarrow-dacha, T-shirt-seagull).

Houses.

Purpose. Development of the ability to differentiate similar sounds, find the place of sound in a word.

Equipment. A set of subject pictures, the names of which begin with oppositional sounds, 2 houses, each house has 3 pockets (beginning, middle, end of a word).

Game progress. The child takes a picture, names it, determines the presence of a sound (for example; Ch or Щ), its place in the word, inserts the picture into the corresponding pocket. Points are awarded for a correctly completed task.

Angler.

Purpose. The development of the ability to establish the place of sound in a word.

Equipment. Small subject pictures with a metal clip, a fishing rod, cards - diagrams (beginning, middle, end of a word) for each child.

Game in progress. "Catch" the word, determine the place of the sound in the word and place the picture in the appropriate box. Children take turns doing things.

Punch card game “paint over the window where sound lives”

Purpose: to determine the place of sound in a word (beginning, middle, end of a word) according to the representation.

Description of the game. For the game, punched card folders are made, which are placed in three pictures, under each cut out tons of holes - “windows” for sounds. In the right corner of the punched card there is an image of the letter.

Game in progress. Several people play, no more than has punched cards. The players take one punch card for themselves and, focusing on the letter, determine the place of the corresponding sound in the name of each picture: they find each sound of its “apartments in a house consisting of three apartment-holes. The location found is highlighted. The host checks the correctness of the task and allows you to take the next punched card. The winner is those who correctly analyzed the largest number of punched cards.

"A room for every sound"

Purpose: to teach how to conduct a complete sound analysis of a word based on a sound scheme and chips.

Game progress. Players receive houses with the same number of windows. Tenants - "words" - should settle in the houses, and each sound wants to live in a separate room. Children count the number of windows in the house and conclude how many sounds should be in the word. Then the leader pronounces the word, and the players name each sound separately and lay out the chips on the windows of the house - “populate the sounds”. At the beginning of the training, the leader speaks only words suitable for settling in, that is, those in which there will be as many sounds as there are windows in the house. At subsequent stages, you can say a word that is not subject to “settlement” in this house, and the children are convinced of the mistake by analysis. Such a tenant is sent to live on another street, where words with a different number of sounds live.

“How many rooms are there in the apartment?”

Purpose: to teach how to determine the number of sounds in words without relying on a ready-made scheme using chips.

Game progress. For the game, houses are used for words, but without diagram windows. Each player has one such house, as well as several chips and a set of numbers: 3, 4, 5, 6. The leader has subject pictures. He shows a picture, the children lay out the windows-chips in the house according to the number of sounds, and then set the corresponding number. Then the chips are removed from the house, the presenter shows the next picture, the children again analyze the word. At the end of the game, based on the numbers, you need to try to remember which pictures were offered for analysis. You can ask to pick up your words with the same number of sounds.

"Long and short words"

Purpose: to teach how to determine the number of sounds in words using auxiliary means.

Game progress. The leader pronounces the word aloud, and the child calls it by sounds and at the same time releases the windows of the sound bar. Then he counts the number of boxes and answers how many sounds are in this word. It also analyzes the next word and concludes which word is longer and which is shorter.

"Builders"

Purpose: to teach how to determine the number of sounds in words perceived by ear.

Game in progress. Children have several houses with different numbers of windows. The facilitator creates a game situation: “Imagine that you are builders and will now build a street for words. Each house is for a separate word. But words will want to live in such houses, in which for each sound there will be a separate room with one window. I will now name the words, these are the future residents of our street, and you lay out the necessary houses in one row from left to right. At the end of the game, someone will remember what kind of tenants we are waiting for in our homes. Then the leader says aloud words consisting of three, four, five and six sounds, and the children lay out the houses in one row. After that, one child calls the words from memory, based on the diagram-houses. You can ask to name other words with the same number of sounds, that is, to invite guests to a housewarming party.

Approximate speech material for the game: cancer, dog, cat, fly, rooster, cow, carp, magpie, ox, giraffe.

"Housewarming with animals"

Purpose: to teach to determine the number of sounds in words spoken aloud by the child himself.

Game progress. Children have pictures of various animals. The host shows the houses, and the children choose the right houses for their animals. At the same time, they call the word aloud, then each sound separately, count the number of sounds and ask for a house with the same number of windows.

“Who will be invited to visit”

Purpose: to teach to determine the number of sounds in words pronounced aloud by the child himself.

Game progress. Four people play, each player has a house of some kind. On the table are subject pictures with images of various animals (according to the number of players), as well as a stack of cards with images down. Children choose the necessary pictures for themselves from those that lie with the images up - "find the owner of the house." Then each in turn takes one picture card from the stack, calls the word aloud and determines whether it is necessary to “invite this picture to visit your house or not.” If in the word - the name of the picture opened by the child, there are as many sounds as in the word "owner", then you need to call for a visit, and then the player gets the right to additional moves until an inappropriate picture is encountered. If the number of sounds is different, the picture is placed at the end of the stack. The winner is the one who first called all his guests. One set includes four pictures with each number of sounds.

Approximate picture material for the game: “master” pictures: cat, wolf, wild boar, dog; pictures-"guests": three sounds - wasp, catfish, beetle, cancer; four sounds - goat, owl, beaver, mole; five sounds - jackdaw, giraffe, marmot, bear; six sounds - cow, chicken, rabbit, crow.

"Who will settle where"

Purpose: to teach how to determine the number of sounds according to the presentation.

Game progress. Houses are laid out on the table in a random sequence in the form of a street, and below them in the second row are all the pictures for settling houses. Players take turns rolling the die and picking the correct picture. This picture must be attached to the house with the same number of sounds as in the word - the name of the picture. The game ends when all the pictures are in their houses.

For the game, houses and pictures are selected that correspond to each other in the number of sounds so that everyone has enough houses, and one picture would live in each house.

"Who wouldn't like an apartment?"

Purpose: to teach how to determine the number of sounds according to the presentation.

Game progress. The game is played in the same way as the previous one, only one extra picture is given. It is found during the game or determined immediately and put aside. An unsuitable picture needs to be changed so that each time interest in this game moment remains.

"Telegraphers"

Purpose: to develop the skills of consistent sound analysis by presentation; learning the sound synthesis of words.

Game progress. Two children are playing, they are telegraph operators, transmitting and receiving telegrams. The content of the telegram is set by the host, who, secretly from the second player, shows the picture to the first player. He must "transmit the contents of the telegram": pronounce the word - the name of the picture by the sounds. The second player "receives the telegram" - calls the word together, that is, performs the operation of sound synthesis. Then the players switch roles and the game continues.

“Catch the sound”

Purpose: to teach to name a sound in a word according to its spatial characteristics (first, second, after a certain sound, before a certain sound).

Game progress. Children stand in a circle, at the leader of the ball. He pronounces a word aloud, throws a ball to any player and says what sound he should name, for example: “Cheese, the second sound.” The child catches the ball, answers: "Y" - and returns the ball to the leader, who sets the next task related to the same word. All sounds in a word must be analyzed, and several tasks can be presented to the same sound.

“Pick a picture for the scheme”

Purpose: to teach to determine the place of sound in a word (beginning, middle, end) according to the presentation.

Game progress. Children have word schemes (rectangles divided across into three parts, with the first part colored - the beginning of the word, the second part colored - the middle of the word, the third part colored - the end of the word). Before the game, each participant chooses a letter from those proposed by the leader. The host shows the pictures (a letter is placed in the upper right corner of each picture), and the children should ask for those that contain the sound they have chosen, and put these pictures to the desired scheme. The first person to collect three pictures for each pattern wins. Then the children change letters and the game continues.

"Collect three"

Purpose: to consolidate the ability to find the place of a given sound in a word according to the representation.

Game progress. For the game, pictures and diagrams from the previous game "Pick the picture to the diagram" are used. Pictures are handed out to children, and diagrams are laid out on the table. The host shows the letter, and the children who have pictures, the name of which contains the corresponding sound, must attach them to the diagrams. You should get three pictures under each diagram. Then these pictures are removed, and the presenter shows the next letter. It may happen that not all participants in the game will be able to make the right move on their own; if the child puts the wrong picture, he is pointed out to the mistake, the picture is returned back and given a penalty chip. If someone misses the opportunity to post the desired picture, he is not informed about this, and at the end of the game it is calculated who missed how many moves. For each not laid out picture, one penalty point is also assigned. The one with the fewest penalty points wins.

"Sound ruler"

Purpose: To learn to determine the sequence of sounds in a word, to highlight each sound..

Equipment: Sound ruler.

Game progress: The teacher demonstrates to the whole group the sequence of sounds in the word, moving the circle-sound in the ruler from one window to another, and the children carefully look at the ruler and pronounce the sounds of the word. In the future, children learn to work with the ruler on their own.

"Sound Mosaic"

Purpose: To learn to identify the first sound in words.

Equipment: Multicolored square tokens 3x3 cm.

Sheets with drawn grids 3x3, 4x4, 5x5

Squares on sheets of the same size as the tokens.

Game progress:

The speech therapist names different words. If the words begin with a sound:

(k), (k) - put a red token

(s), (s) - blue token

(g) - yellow token

(h), (h) - green token

(h) - black token

"Live sounds, syllables"

PURPOSE: To learn how to synthesize individual sounds (syllables) into a word.

PROCEDURE OF THE GAME: We call the children and tell them who will turn into what sound. For example:

  • Misha, you turn into the first sound, the word "bagel".
  • Katya, you become the last sound of the word "mole".
  • Olya, you are the main sound "and".
  • Vera, you are the second sound of the word “bottom”

Children line up. In their hands they have circles corresponding to their sound (blue, red or green). Before the children is a “live” model of the word. Sound children name each sound. The rest - guess what word happened.

Tim and Tom

PURPOSE: To learn to differentiate between hard and soft sounds.

GAME SETTING: 2 people Tim and Tom: soft and hard = small and big. Tom always chooses subjects that begin with solid sounds, or in which the given sound is solid.

Tim - prefers anything that starts with a soft sound.

GAMES:

"Tom and Tim go on a trip" "Tom and Tim in the forest"

"Tom and Tim play words (syllables) - words that differ only in one sound (nose-carried, bow-hatch)" - you can play with the ball.

Fundamentals of sound design in games - Gamedev on DTF

Classification of sound and features of its application.

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Sound design in video games and movies is similar in many ways. But the former are interactive in nature, which often leads to other approaches being used. Sound design must consider the ability of users to interact with the world as they wish. At the same time, not a single element should stand out from the general row.

At the end of February, in the creative space for game developers "Indicator" in St. Petersburg, a lecture was held by sound designer Rinat Sitdikov, who spoke about the features of creating sound in games. We chose the main thing from his speech.

To create a holistic sound design and understand the sequence of work, sounds can be divided into the following types: voice acting, atmospheres (ambiences), synchronous noises (foley), sound effects (SFX), music.

There are several ways to use voices in games. Voiced dialogues act as the main source of information for users. Announcers - phrases that reward the player (for example, "Double kill"), or predict some action ("Round one - Fight"). The voice acting of the main character's actions - a scream when taking damage or jumping, breathing while running - allows you to strengthen the connection with the character and better describe his condition.

When working with voice acting, it is important to select actors with a suitable timbre so that their voice matches the character's character. The player should have a sense of the reality of the encountered NPC. It is necessary to emphasize the peculiarities of pronunciation and the device of the speech apparatus, if it is a monster or an alien. To do this, sound designers use the Pitch and Layering tools: the first helps to change the pitch and duration of the audio, and the second allows you to overlay different layers and textures on top of each other. Do not forget about the effects.

In a game, voice acting is usually tied to either a dialogue tree or a trigger.

To create atmospheres , you need to use sample loops, in which the end of the audio file imperceptibly enters its beginning. You need to make sure that there are no noticeable accents and use audio that is at least one minute long (and even better, at least five minutes). They should create the illusion of continuous background sound. Any abrupt transition can ruin the user's immersion.

When adding background sounds to the virtual world, it is important to consider positioning on the map. For example, there is a location - the jungle. Common sounds are always present: birds chirping, waterfall, rustling, and so on. All objects have a sound zone, which is divided into two levels: the first is the rise zone, the second is the constant volume zone. This is called attenuation.

Visual display of two sound zones

When a player enters the first zone, the volume increases as they approach the sound source. This happens until the user gets close enough. Then he enters the second zone, in which the volume does not change. This is important for positioning and blending zones, as sounds from different sources can overlap. Background sounds are placed directly on the locations. It is important to ensure that they do not go beyond their zone of action.

Parameters of atmospheres for orientation in the world:

  • loudness;
  • positioning;
  • priority;
  • reverberation - an echo that occurs in closed spaces.

When working with sound, it is important to pay attention to the main game elements - accents that define the user experience. The process of mixing and audio priority helps with this.

For example, when an enemy appears, the sounds that he makes should clearly stand out against the background of the environment. There are several ways to accomplish this task:

  • distribution of layers of sounds on different buses and their mixing;
  • prioritization of sounds due to logic;
  • Sidechain effect - allows you to change the volume of sounds depending on priorities. If an enemy appears and makes a sound, other loud sounds will be silenced.

Reverb also helps a lot when positioning on the map with sound. It must be remembered that the click of the fingers in the room and in the cave sound with different duration and tail due to reflection from walls and surfaces. The Reverb tool will help to cope with this task.

Reverb zones usually correspond to the boxes in which the atmospheres are located. They can also mix with each other. It is necessary to observe the unity of space for all layers of sounds in the scene. It is also the main tool for planning - bringing sound closer and further away.

The foleys are often recorded in the studio in order to create a fairly accurate and high quality sound. In the past, cameras were very noisy, so it was impossible to record the sound directly from the set. Jack Foley, an American film sound specialist, came up with a system by which sound was recorded outside the set in sync with the video on the screen.

Synchronized Noise Recording Studio

Synchro noises are now also created in a dedicated studio. At the same time, it is not necessary to use natural materials to recreate the desired sound. For example, to simulate electricity, it is enough to use paper and effects. Or a bag of starch for scoring snow.

Synchronous noises are easiest to attach directly to the animation. For example, to sound the character's steps, you need to watch when the foot is placed on the surface, and at that moment attach the sound. At the same time, it is important to choose the right sound, which depends on the material that the character steps on.

SFX is the sound effects of everything that is not in reality: aliens, the sounds of starships, as well as accents that the player needs to pay attention to - explosions, gunshots, interface sounds. Compliance with the game setting is very important for SFX, for example, when creating an interface, you can use sounds of the same texture (glass, stone, wood), which will give unity to the sound.

SFX are placed on locations in the same way as sound effects. Or they can be tied to a specific trigger or animation.

Music is used to set the mood of the scene. She can perfectly convey the emotional state and dramaturgy. It can be both intraframe (the sound source is in the scene: gramophone, piano), and offscreen. Music is placed in the same way as background sounds. It is almost always used in cut scenes, and acts as the easiest and most effective way to glue the sound picture.

Globally, music in games is divided into:

  • adaptive;
  • linear.

Adaptive music is used to harmonize with the gameplay and match the intensity and drama of what is happening. But for this you need to make smooth transitions between different segments of the work.

For example, there is a looped piece of music A that is tied to a character's simple walk. When the player approaches the lava, he steps on the trigger and part B begins. For a smooth transition, you must initially consider the possibility of changing the composition.

There is a horizontal type of transition: from the first piece to the second, from the second to the third. Each piece is divided into parts, which have their own transition conditions to the next piece. For example, a special final part can be recorded, which is included when switching to another piece.

Horizontal transition type

There is also a vertical method: there is a single background melody, which is complemented by other layers of musical instruments when moving to one or another location or when changing the pace of the game. For example, a modified main theme is included. It is important that all these parts sound concisely with each other.

To recreate a holistic sound design, it is important to follow certain criteria:

  • use suitable textures: a plastic box cannot be sounded like a metal one;
  • observe the planned sound;
  • use accents;
  • remember about the priority of sounds.

In addition, it is important to understand the peculiarities of sound. For example, if an airship flies from behind a mountain, which is not yet visible, but heard, then there will be no high frequencies. As soon as it flies out from behind the mountain, the frequencies are aligned and reverberation becomes audible - an echo from the gorge. The closer the object, the less echo. The larger the object, the more low-frequency texture suits it. Many of these details are learned with experience.

There are specialized engines for working with sound in games. FMOD Studio is an accessible and understandable sound engine. It has audio tracks, timeline, 3D positioning, real-time connection to the game, the ability to integrate with Unreal Engine, Unity and much more. For musicians, he is the most friendly. Starcraft II, Witcher 2, almost all Xbox 360 games and many famous titles are made on it. In addition, it is shareware, if the cost of developing the game does not exceed 500 thousand dollars.


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