November Morning Tubs for Kindergarten | Kindergarten Morning Work Tubs

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Total Pages: 158
File Size: 101 MB

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Description

This morning tubs resource includes 25 turkey themed activities for Kindergarten. Activities include letters, numbers, counting, ten frames, making 10, beginning sounds, ending sounds editable sight words fine motor, and more.

The skills included in this resource are designed to be just right for the month of November in Kindergarten. It is packed full of interactive, hands-on activities and is perfect for morning tubs, math and literacy centers, or early finishers. The activities are fun, interactive, hands-on, and of course -educational!

They are easy to prep – most are just print and go. They use basic classroom supplies such as plastic cubes, magnetic letters, mini erasers, play dough, dot cubes, and dry erase markers.

Each activity includes teacher friendly directions as well as an “I Can” visual directions page to promote independence. They do not include recording sheets which makes them ideal for morning tubs and early finisher activities. But you can certainly use them for math and literacy centers too.

This file includes editable pages for the sight word activity. This will allow you to add your own sight words and personalized front covers. Please note that you will need to open the file in Adobe to edit. You will be unable to edit when viewing the file in your web browser.

Here's a look at what's included:

Syllable Build: Students will say the name of each picture and clap to determine the number of syllables. They will stack that many cubes on top of the picture.

Turkey Letter Clips: Students will identify the uppercase letter and clip the lowercase letter to make a match. To make this activity self-checking, put a small sticker or mark on the back of the correct answer before laminating.

Turkey Trot Letters: Students will identify the letter and decide whether it is uppercase or lowercase. They will use the color code on the right side of the mat to cover the spaces.

Gobble Gobble Letter Order: Students will identify the letters in the letter sequence and fill in the ones that are missing.

Feather-y Onset and Rime: Students will say the name of the CVC picture on the turkey. They will match the feathers to show the onset and rime.

Turkey Sounds: Students will say the name of the picture to identify the beginning sound. They will find the matching magnetic letter. They will place the letter on the mat to show the beginning sound. Another option is to have students write the matching letter with a dry erase marker.

Flip and Find the Sound: Students will select a card and identify the beginning sound. They will find the corresponding letter on the mat and cover it using a plastic cube or mini erasers.

Bump Games | Ending Sounds: Students play with a partner. Players will take turns spinning the spinner and covering a corresponding ending sound picture with a plastic cube. If a player rolls the same sound they can “BUMP” the other player off the space. If the player rolls the same sound again, without being bumped off, they can add a second cube to “lock” the space. Locked spaces cannot be bumped. The first player to use all of their cubes is the winner.

Turkey Sight Words: Students will select a sight word card and place it on the mat. They will build the word using a dry erase marker or magnetic letters.

Thanksgiving Words | Vocabulary: Students will select a vocabulary card and place it on the mat. They will write the word with a dry erase marker or build the word using magnetic letters.

Roll and Cover Colors: Students will roll a dot cube and identify the color. They will cover a space on the activity mat to match the color. They will continue to play until all of the spaces are covered. Students can link the cubes together to make the picture once their mat is covered.

Dough Creations: Students will use play dough to make snakes to form the dough pictures.

Turkey Feathers: Students will select a number “directions” card. They will count out each feather color and put them on the turkey. They will then count to see how many feathers the turkey has in all.

Feather-y Number Order: Students will count the number of feathers on the turkey. They will count back or count on to fill in the missing numbers.

Count and Match Numbers to 10: Students will select a card and count the dots. They will find the matching number of dots on the mat and cover it with a cube.

Count and Cover Numbers: Students will select a card and identify the number. They will find a space with the matching number of dots and cover it with a cube.

Turkey Feathers Match Up: Students will identify the number shown on each feather. They will match the feather to the corresponding turkey. There are five feathers for each turkey.

Spin and Show: Students will spin the spinner to determine the number. They will count and show that many manipulatives on the mat. Then, if prompted they will show one less or one more.

Turkey Ten Frames: Students will identify the number represented on the ten frame. They will find and cover a corresponding ten frame on the activity mat.

Count and Cover 10 Frames: Students will determine the number represented by the ten frame. They will find a corresponding number on the activity mat and cover it.

Turkey Make 10: Students will use the ten frame on the left of the mat to identify a way to make 10. They will use magnetic numbers or dry erase markers to show a way to make 10.

Show How to Make 10: In each space students will determine the way to make 10. They will use two different colors of manipulatives to show how to make 10. They will build two towers to show the two numbers that made 10.

Roll, Count and Cover: Students will roll the dot cube and count to determine the number. They will find the number/set of dots that matches and cover it. They will continue to play until all of the spaces have been covered. (You could also use this as a BUMP game activity.)

Roll and Race: Students will roll the dot cube and count to determine the number they rolled. They will cover that many spaces on their game mat. The first player to cover all of the numbers wins. In order for a player to win, they must roll the exact number needed – if they have one space left, they must roll a one to win.

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