
Learning the correct letter names helps to reinforce that when talking about the letter ‘a’ (ay) for example it has a set shape regardless of the sound that it will be representing in the word. This further supports children’s handwriting development as the communication of your requirements is unambiguous.
Learning the unique letter names of the alphabet is a pre-phonics skill; as well as an early learning goal. It has to be remembered that a letter is a shape which only represents a sound when it is placed within a word or sentence (has a context). Also, a letter or combination of letters can represent more than one sound and so the only unique way of identifying alphabet letters when we talk about them is to use their names.
It is important to remember that just because a child can correctly recite the ‘Alphabet’ song it does not mean they know the letters of the alphabet. It is surprising how many children can do this but when shown letters from the alphabet cannot name them at all. They may be able to tell you the sound the letter makes but have no idea of the letters name.
Snap
Number of players: 2 – 4
How to Play
You will need a set of flash cards. Anyone can deal. The cards are shuffled and dealt out as equally as possible between the players. Keeping their pile of cards face down in front, so they cannot see what they have got, each player takes it in turn to turn over the top card of their pile and place it face up into the middle of the table to make one stack of cards.
When two consecutive cards are placed on the stack that match, any player can call “Snap”, whoever says it first wins the stack of cards and places them face down at the bottom of the pile of cards they already have. They then lay down the next card into the middle of the table.
If a player says “Snap” incorrectly they have to give the player wrongly ‘snapped’ a card from the top of their own pile, given face down.
When two players say “Snap” at the same time the pile in the middle is moved to one side and called the ‘Snap Pool’. The game continues as before with a new central stack, if the top card placed down on the new central stack is the same as the top card on the ‘Snap Pool’ then the player who say “Snap Pool” first, wins the ‘Snap Pool’ pile. However, the central pile game just continues as before until ‘snap; happens again.
A player who runs out of cards has to drop out of the game.
The winner is the last player with cards.
Pelmanism (Memory Game)
Number of players: 2 – 6
How to Play
You will need a set of flash cards. The cards are thoroughly mixed and spread face down on to the table or floor. They can be arranged in a regular pattern or randomly, but they must not overlap.
One player turns over a card, leaving it in the same place, they say what it is and then turn over another saying what it is. If the two cards match then the player keeps them and has another go. If the cards do not match then the cards are turned back over in the same location as before and it is the next players turn.
The game is finished when all the cards have been matched and the winner is the one with the most pairs.
Detective Game
Number of players: 2 upwards
How to Play
- Spot the Letter ‘?’ – Look for letters or words in everyday places such as street names, posters, in the home or shops, signs or menus etc…
- Letter of the Day! – Pick a particular letter or word to be the search letter or word for the day, choose one that your child will be able to find in everyday places such as street names, posters, in the home or shops, signs or menus etc…
Give us a Clue – To find a particular letter or word through directional clues of where to look, using phrases such as it is next to…, below or above…, in font of…, the last…. etc.
Jumping games
Leap Frog
Number of players: 2-6
How to Play
You will need something to mark the beginning of an imaginary start line and finish line (the imaginary pond edges). The aim of the game is to get from one side to the other using the lily pads (cushion, cones, anything that can mark a spot).
Place about 10 lily pads, marked with the target words/letters/sounds (could be paper with them written on or flash cards), randomly between the start and finish lines, making sure your child can jump between them safely and that the lilies will not slip. Explain that only by jumping on to the correct lily pad are they safe from falling into the water.
There is a caller and a jumper (the frog), the caller says a letter/word or sound that the frog has to jump to.
As they jump from one lily pad to the next, they have to say the letter/word/ sound correctly if they do not want the lily pad to sink. If they make completely the wrong choice they sink into the water and have to start again. The aim is to get across the pond without getting wet.
For every correct jump the frog earns 2 points, if they land on the right lily pad but do not say, or incorrectly say, the word/letter/sound (so get wet feet) they earn 1 point. If they make a completely wrong jump, they do not earn any points from that go and have to start again. The winner is the player with the most points.
You may need to show and model the game to your child to start with, but once they have the hang of it there will be no stopping them.
Children enjoy it when you play the game as well, they just love being able to catch you out so sometimes making mistakes on purpose can really help to focus them in on the game.
Skittles & Throwing games
Skittle Alley
Number of players: 2 – 6
How to play
You will need: up to 10 skittles (can be plastic bottles with a little sand/water/gravel in to make them stable, but not too heavy that they cannot be knocked over) and a range of balls (different sizes), flash or picture cards and some tape or blue-tac. This game is best played on a smooth surface.
The aim of the game is to knock over the skittles that match the criteria set. It could be the letter named or matching capital letter to given lower case letter. This game can be used for all sorts of letter and sound work.
Tape flash/picture cards to the skittle (bottles). Think about distance between the thrower and skittles to take into account the ability of your child’s rolling or throwing skills. Also make sure the skittles are a sensible distance apart so that particular skittles can be targeted and that the ball used is not too big (will knock over too many skittles in one throw).
(Skittle Ally Cont…)
Scoring – 2 points for every correct skittle knocked down, 1 point for correctly aiming at, but not knocking down the correct skittle. Your turn is over if you completely miss the skittles or knock over the wrong one. The winner is the one with the most points after each player has had 6 turns. One turn is 3 throws.










