Thursday, December 4, 2014

Introductory Activities For Drawing Conclusions

Clues are used to help students learn draw conclusions.


Drawing conclusions is a reading comprehension skill that requires students to find the ultimate meaning of things and to read with a purpose. Learning to infer is basically the same skill. Inferring what has happened gives students a deeper understanding of what is read. Writers force readers to think by inserting clues and hints, rather than simply stating something directly. Students learn draw conclusions through engaging activities that go beyond getting the facts.


Norman Rockwell Paintings


Students are shown a painting by Norman Rockwell and given an allotted amount of time to gather thoughts before being given a prompt to help them make an inference. A prompt that will help them put together some clues is, "What are some details you see in the painting?" Allow them to use a graphic organizer, or just make a list of three facts or details they have inferred from looking at the painting. A graphic organizer is designed to help organize thoughts and ideas and can be used for different activities and subjects. After this introductory activity, students will work in small groups or individually with another painting.


A Suitcase of Clues


Use three suitcases or bags that have been filled with various items. For example, one bag will contain swimsuits, beach towels and sand toys. Another will include matches, a canteen, insect repellent and a lantern. Fill another bag with mittens, jackets and earmuffs. Open each bag and display the contents one item at a time. Ask questions about what the items are and where they would be going to use them. Let the students share stories of personal experiences that helped them draw conclusions about the destination of someone with these items. Follow up this introductory activity with a creative writing assignment about one of these experiences.


What Am I?


Students use hints and clues to determine the identity of an animal. This introductory activity follows a game format that develops their understanding of draw conclusions from clues. Each student will be given a chance to answer questions about an animal he has in mind. He can only answer yes or no to five or six questions from the class. One student might ask, "Does the animal walk on four legs?" Students use the clues from the answers to draw conclusions that will help identify the animal. Once the animal is guessed, another student will be given a chance to take a turn.