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Suffixes are clues to word meanings. For example, "er" or "or" at the end of a word suggests "one who." Example: conductor-one who conducts; trainer-one who trains, etc. Each week a new suffix can be selected to create words.
The "Take a Walk" game is an activity that brings family members together in an enjoyable, relaxing way. It takes at least two people. A walk is taken around the neighborhood or perhaps around a local shopping area. On one trip the thrust may be, "Let's name everything we see that begins with the letter B." On another walk, it might be naming everything that begins with the letter G. Or everything that is the color purple. You might add an element of fun by saying, "We'll get one point for every word we name. Let's see how many points we can get." (Involves arithmetic as well as vocabulary.)
A rhyming game is always fun, particularly for young children because they can say any "word," nonsense or sense. Start with things the child knows, such as parts of his body, and say, "I'm thinking of something on your face that rhymes with (sounds like) rose." From this point, once your child gets the idea, you can play it just by saying words, such as "what's a word that rhymes with car?" (jar, bar, star, far, et cetera) "How about a word that rhymes with junk?" (bunk, skunk, trunk-but even runk lunk zunk as nonsense words). Nor only does this quick little game build vocabulary, but it also teaches the child some fine-tuning for the sounds of words.
Children listen, then use words, then read them, and, finally, write them. What they team at home about words supports success in school. A great deal of the learning that takes place at home is effective because it isn't a repeat of school. Once it becomes too formal and too "school-like," it will lose its appeal.
Parents who talk to their children, and who encourage interaction win lay a healthy platform for academic success. And children will quickly realize that words need not be drudgery but can be exciting and interesting,
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