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Pre-Writing Activity Pack Activities that strengthen hand-eye coordination, hand muscles and fine motor skills. Cutting Straight Lines Page 5 The Great Hole Punch Race Page 8 Cupcake Creations Page 9 Ladybug Grab Page 14 Play dough Mats Page 18 Flip and Draw Page 28 Letter Tracing Page 33 Alternative Version: Alphabet Memory Blog Teachers Pay Teachers Facebook Pinterest

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Pre-Writing Activity Pack

Activities that strengthen hand-eye coordination, hand muscles and fine motor skills.

Cutting Straight Lines Page 5

The Great Hole Punch Race Page 8

Cupcake Creations Page 9

Ladybug Grab Page 14

Play dough Mats Page 18

Flip and Draw Page 28

Letter Tracing Page 33

Alternative Version: Alphabet Memory

Blog

Teachers Pay Teachers Facebook Pinterest

Teacher Instructions for

Pre-Writing Activity Pack

Cutting Straight Lines

Center or morning work. 1. Print a copy of both pages for each student. 2.Give each child a copy of the cutting page and a pair of

scissors. 3. Ask students to cut along the lines across the page.

The great hole punch race

Center or morning work. 1. Print a copy of the page for each student. 2.Give each child a copy of the page and a hole puncher. 3. Ask students to punch the white circles around the edge of the

paper. The activity will strengthen their hand muscles and hand-eye coordination.

CUPCAKE CREATIONS

Center or partner activity. 1. Print out one copy of the cupcake pages on cardstock. 2.Cut out the pieces. 3. Optional: laminate the pieces. 4.Spread out the pieces on a table and invite students to build

cupcakes.

PLAY DOUGH MAts

Center or morning work. 1. Print one copy of each play dough mat. 2.Laminate the mats. 3. Place the mats and play dough on the mats. 4.Ask students to form the numbers written on the mat using the

play dough.

Ladybug Grab

Center or morning work. 1. Print one copy of the ladybug jar and the ladybug sheet. 2.Cut out the ladybugs. 3. Spread out the ladybugs on a table and place the jar page next

to it. 4.Ask students to use their pointer finger and thumb to move the

ladybugs to the jar.

FLIP AND DRAW

Center or partner activity. 1. Print one copy of the drawing page for each student. 2.Print one copy of the drawing cards on cardstock. 3. Cut out the drawing cards and place them in a pile. 4.Ask students to choose a card and draw the picture they see

in the top left box on their drawing page.

Letter Tracing

Center or morning work. 1. Print one copy of the alphabet circles on cardstock. 2.Cut out the circles and laminate them. 3. Place the circles in a pile and ask students to use a Vis-à-vis

marker to trace the letters. Alternative – ALPHABET MEMORY Partner activity.

1. Spread the circles out face down on a flat surface. 2.Ask students to take turns turning over two cards at a time. If

the cards show the same letters (for example, {a} and {A}), the player keeps the cards. If they don’t match, the player returns the cards to their original spot.

3. When all cards have been collected, the player with the most pairs in their pile wins.

CUTTING STRAIGHT LINES

Use scissors to cut along the lines from one end to the other.

Fold along the dotted line to make a table tent.

Page  5  

Cutting Straight Lines

DIRECTIONS: Use scissors to cut along the lines from one end to the other.

© Playdough to Plato 2012.

Cutting Curvy Lines

DIRECTIONS: Use scissors to cut along the lines from one end to the other.

© Playdough to Plato 2012.

Name  ______________________________________________  

THE Great

hole punch

RACE

Directions: Use a hole puncher to punch out as many of the white road circles as you can.

FINISH

© Playdough to Plato 2012.

CUPCAKE CREATIONS

Use your thumb and pointer finger to pick up parts and build your own cupcakes.

Fold along the dotted line to make a table tent.

Page  9  

Graphic design by SVGshop.com

TEACHER DIRECTIONS: Before inviting your students to join you for this activity, cut out the cupcake pieces and spread them out on a large table. Students will build their own cupcakes using the cake, wrappers, icing and toppings that follow. Encourage them to use their pointer finger and thumb to pick up the pieces.

LADYBUG GRAB

Use your thumb and pointer finger to pick up the ladybugs and place them in the jar. But be careful! You must be delicate so that you don’t hurt them.

Fold along the dotted line to make a table tent.

Page  14  

LADYBUG GRAB

Directions: Use your thumb and pointer finger to pick up the ladybugs and place them in the jar. But be careful! You must be delicate so that you don’t hurt them.

© Playdough to Plato 2012.

TEACHER DIRECTIONS: Before inviting your students to join you, cut out the ladybugs (below). When you’re finished, have students use their pointer finger and thumb to carefully place the bugs in the jar.

PLAYDOUGH MATS

Press the play dough into the shape of the numbers you see.

Fold along the dotted line to make a table tent.

Page  18  

1

one

© Playdough to Plato 2012.

2

two

© Playdough to Plato 2012.

3

three

© Playdough to Plato 2012.

4

four

© Playdough to Plato 2012.

5

five

© Playdough to Plato 2012.

6

six

© Playdough to Plato 2012.

7

seven

© Playdough to Plato 2012.

8

eight

© Playdough to Plato 2012.

9

nine

© Playdough to Plato 2012.

10

ten

© Playdough to Plato 2012.

FLIP and DRAW

Flip over the top card from the pile. Draw the picture you see in one of the squares below. Continue flipping and drawing until all nine squares have been filled.

Fold along the dotted line to make a table tent.

Page  28  

FLIP and DRAW

Directions: Flip over the top card from the pile. Draw the picture you see in one of the squares below. Continue flipping and drawing until all nine squares have been filled.

Name ______________________________________

     

     

     

 © Playdough to Plato 2012.

   

   

   

 

   

   

   

 

   

Make Up Your Own

 

   

 

LETTER TRACING

Pick a letter from the pile. Carefully trace it using your marker. When you are finished, return it to the pile and pick another letter to trace.

Fold along the dotted line to make a table tent.

a

Page  33  

ALPHABET MEMORY

Spread out your letter cards face down on a table. Player One turns over two cards. If they match, the player keeps both cards and it is Player Two’s turn to play. If the cards do not match, Player One returns both cards to their original spot and it is Player Two’s turn. The player with the most cards in his pile when all cards have been collected is the winner.

Fold along the dotted line to make a table tent.

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