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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
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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,
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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
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One The introductory material which gives the setting, creates the tone, presents the characters and other related facts. Exposition
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Two One who experiences a change in character through the events of the story. Dynamic Character
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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
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Four The main character in a story Protagonist
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Five A comparison of unlike things, stating that one is the other.
Metaphor
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Six This occurs when the audience or reader knows more than the characters know. Dramatic Irony
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Seven One who does not experience a basic character change during the course of the story. Static Character
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Eight A series of events that builds from the conflict. It begins with a conflict and ends with the climax. Rising Action
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Nine The character or force that opposes the main character.
Antagonist
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Ten A comparison, stating that one thing is similar to another. Usually done by using “like” or “as”. Simile
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Eleven An extreme exaggeration. Hyperbole
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Twelve This rounds out and concludes (ends) the action of a story.
Resolution
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Thirteen Gives the qualities of a person to an animal, an object, or an idea. Personification
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Fourteen The use of specific objects or images (concrete nouns) to represent abstract ideas (abstract nouns). Symbolism
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Fifteen The problems faced in a story, and the essence of plot.
Conflict
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Sixteen A play on words, usually using a homonym and a desired effect of humor. Pun
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Seventeen A character who provides contrast to the main character Foil
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Eighteen Explaining meaning by referring to a well known work.
Allusion
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Nineteen The use of hints or clues to suggest what will happen later in the story. Foreshadowing
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Twenty The events after the climax which begin to close the story.
Falling Action
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Throw
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