Dingo! Literary Elements

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Dingo! Literary Elements Teachers: With PowerPoint open, (1) go to the Tools dropdown menu, (2) select Macro, (3) select Security, and (4) make sure the security setting is MEDIUM. Macros must be enabled for the games to function. Go to the next slide for rules of the game. Dingo! Copyright © 2004 Glenna R. Shaw and FTC Publishing All Rights Reserved

How to Play the Game Divide the class into teams Make a selection form the main Game Board. This part is like Jeopardy. If the correct answer is given, Click on “Game Board” Next, click on “Roll”, “Throw” and remember the number, “Game Board” From the Game Board, students may now remove numbers adding to the number or the number itself. If the number has already been removed and there is not a combination to add up to the number, then no number can be removed. The first team to remove all the numbers on their side is the winner,

Dingo Game Board 1 2 3 4 1 4 6 2 5 4 Dingo! Dingo! Dingo! Dingo! Dingo! Dingo! 5 6 7 8 5 2 3 4 1 3 Dingo! Dingo! Dingo! Dingo! Dingo! Dingo! 9 10 11 12 3 4 2 3 6 2 Dingo! Dingo! Dingo! Dingo! Dingo! Dingo! 13 14 15 16 17 18 19 20 Roll Reset Cards

One The introductory material which gives the setting, creates the tone, presents the characters and other related facts. Exposition

Two One who experiences a change in character through the events of the story. Dynamic Character

Three The result of the conflict. It is the high point of the story for the reader. Frequently, it is the moment of the highest interest and greatest emotion. Climax

Four The main character in a story Protagonist

Five A comparison of unlike things, stating that one is the other. Metaphor

Six This occurs when the audience or reader knows more than the characters know. Dramatic Irony

Seven One who does not experience a basic character change during the course of the story. Static Character

Eight A series of events that builds from the conflict. It begins with a conflict and ends with the climax. Rising Action

Nine The character or force that opposes the main character. Antagonist

Ten A comparison, stating that one thing is similar to another. Usually done by using “like” or “as”. Simile

Eleven An extreme exaggeration. Hyperbole

Twelve This rounds out and concludes (ends) the action of a story. Resolution

Thirteen Gives the qualities of a person to an animal, an object, or an idea. Personification

Fourteen The use of specific objects or images (concrete nouns) to represent abstract ideas (abstract nouns). Symbolism

Fifteen The problems faced in a story, and the essence of plot. Conflict

Sixteen A play on words, usually using a homonym and a desired effect of humor. Pun

Seventeen A character who provides contrast to the main character Foil

Eighteen Explaining meaning by referring to a well known work. Allusion

Nineteen The use of hints or clues to suggest what will happen later in the story. Foreshadowing

Twenty The events after the climax which begin to close the story. Falling Action

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